| /* |
| * Copyright © 2014-2018 Broadcom |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the next |
| * paragraph) shall be included in all copies or substantial portions of the |
| * Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
| * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS |
| * IN THE SOFTWARE. |
| */ |
| |
| #ifndef _V3D_DRM_H_ |
| #define _V3D_DRM_H_ |
| |
| #include "drm.h" |
| |
| #if defined(__cplusplus) |
| extern "C" { |
| #endif |
| |
| #define DRM_V3D_SUBMIT_CL 0x00 |
| #define DRM_V3D_WAIT_BO 0x01 |
| #define DRM_V3D_CREATE_BO 0x02 |
| #define DRM_V3D_MMAP_BO 0x03 |
| #define DRM_V3D_GET_PARAM 0x04 |
| #define DRM_V3D_GET_BO_OFFSET 0x05 |
| #define DRM_V3D_SUBMIT_TFU 0x06 |
| #define DRM_V3D_SUBMIT_CSD 0x07 |
| |
| #define DRM_IOCTL_V3D_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CL, struct drm_v3d_submit_cl) |
| #define DRM_IOCTL_V3D_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_WAIT_BO, struct drm_v3d_wait_bo) |
| #define DRM_IOCTL_V3D_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_CREATE_BO, struct drm_v3d_create_bo) |
| #define DRM_IOCTL_V3D_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_MMAP_BO, struct drm_v3d_mmap_bo) |
| #define DRM_IOCTL_V3D_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_PARAM, struct drm_v3d_get_param) |
| #define DRM_IOCTL_V3D_GET_BO_OFFSET DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_BO_OFFSET, struct drm_v3d_get_bo_offset) |
| #define DRM_IOCTL_V3D_SUBMIT_TFU DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_TFU, struct drm_v3d_submit_tfu) |
| #define DRM_IOCTL_V3D_SUBMIT_CSD DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CSD, struct drm_v3d_submit_csd) |
| |
| /** |
| * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D |
| * engine. |
| * |
| * This asks the kernel to have the GPU execute an optional binner |
| * command list, and a render command list. |
| * |
| * The L1T, slice, L2C, L2T, and GCA caches will be flushed before |
| * each CL executes. The VCD cache should be flushed (if necessary) |
| * by the submitted CLs. The TLB writes are guaranteed to have been |
| * flushed by the time the render done IRQ happens, which is the |
| * trigger for out_sync. Any dirtying of cachelines by the job (only |
| * possible using TMU writes) must be flushed by the caller using the |
| * CL's cache flush commands. |
| */ |
| struct drm_v3d_submit_cl { |
| /* Pointer to the binner command list. |
| * |
| * This is the first set of commands executed, which runs the |
| * coordinate shader to determine where primitives land on the screen, |
| * then writes out the state updates and draw calls necessary per tile |
| * to the tile allocation BO. |
| * |
| * This BCL will block on any previous BCL submitted on the |
| * same FD, but not on any RCL or BCLs submitted by other |
| * clients -- that is left up to the submitter to control |
| * using in_sync_bcl if necessary. |
| */ |
| __u32 bcl_start; |
| |
| /** End address of the BCL (first byte after the BCL) */ |
| __u32 bcl_end; |
| |
| /* Offset of the render command list. |
| * |
| * This is the second set of commands executed, which will either |
| * execute the tiles that have been set up by the BCL, or a fixed set |
| * of tiles (in the case of RCL-only blits). |
| * |
| * This RCL will block on this submit's BCL, and any previous |
| * RCL submitted on the same FD, but not on any RCL or BCLs |
| * submitted by other clients -- that is left up to the |
| * submitter to control using in_sync_rcl if necessary. |
| */ |
| __u32 rcl_start; |
| |
| /** End address of the RCL (first byte after the RCL) */ |
| __u32 rcl_end; |
| |
| /** An optional sync object to wait on before starting the BCL. */ |
| __u32 in_sync_bcl; |
| /** An optional sync object to wait on before starting the RCL. */ |
| __u32 in_sync_rcl; |
| /** An optional sync object to place the completion fence in. */ |
| __u32 out_sync; |
| |
| /* Offset of the tile alloc memory |
| * |
| * This is optional on V3D 3.3 (where the CL can set the value) but |
| * required on V3D 4.1. |
| */ |
| __u32 qma; |
| |
| /** Size of the tile alloc memory. */ |
| __u32 qms; |
| |
| /** Offset of the tile state data array. */ |
| __u32 qts; |
| |
| /* Pointer to a u32 array of the BOs that are referenced by the job. |
| */ |
| __u64 bo_handles; |
| |
| /* Number of BO handles passed in (size is that times 4). */ |
| __u32 bo_handle_count; |
| |
| /* Pad, must be zero-filled. */ |
| __u32 pad; |
| }; |
| |
| /** |
| * struct drm_v3d_wait_bo - ioctl argument for waiting for |
| * completion of the last DRM_V3D_SUBMIT_CL on a BO. |
| * |
| * This is useful for cases where multiple processes might be |
| * rendering to a BO and you want to wait for all rendering to be |
| * completed. |
| */ |
| struct drm_v3d_wait_bo { |
| __u32 handle; |
| __u32 pad; |
| __u64 timeout_ns; |
| }; |
| |
| /** |
| * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs. |
| * |
| * There are currently no values for the flags argument, but it may be |
| * used in a future extension. |
| */ |
| struct drm_v3d_create_bo { |
| __u32 size; |
| __u32 flags; |
| /** Returned GEM handle for the BO. */ |
| __u32 handle; |
| /** |
| * Returned offset for the BO in the V3D address space. This offset |
| * is private to the DRM fd and is valid for the lifetime of the GEM |
| * handle. |
| * |
| * This offset value will always be nonzero, since various HW |
| * units treat 0 specially. |
| */ |
| __u32 offset; |
| }; |
| |
| /** |
| * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs. |
| * |
| * This doesn't actually perform an mmap. Instead, it returns the |
| * offset you need to use in an mmap on the DRM device node. This |
| * means that tools like valgrind end up knowing about the mapped |
| * memory. |
| * |
| * There are currently no values for the flags argument, but it may be |
| * used in a future extension. |
| */ |
| struct drm_v3d_mmap_bo { |
| /** Handle for the object being mapped. */ |
| __u32 handle; |
| __u32 flags; |
| /** offset into the drm node to use for subsequent mmap call. */ |
| __u64 offset; |
| }; |
| |
| enum drm_v3d_param { |
| DRM_V3D_PARAM_V3D_UIFCFG, |
| DRM_V3D_PARAM_V3D_HUB_IDENT1, |
| DRM_V3D_PARAM_V3D_HUB_IDENT2, |
| DRM_V3D_PARAM_V3D_HUB_IDENT3, |
| DRM_V3D_PARAM_V3D_CORE0_IDENT0, |
| DRM_V3D_PARAM_V3D_CORE0_IDENT1, |
| DRM_V3D_PARAM_V3D_CORE0_IDENT2, |
| DRM_V3D_PARAM_SUPPORTS_TFU, |
| DRM_V3D_PARAM_SUPPORTS_CSD, |
| }; |
| |
| struct drm_v3d_get_param { |
| __u32 param; |
| __u32 pad; |
| __u64 value; |
| }; |
| |
| /** |
| * Returns the offset for the BO in the V3D address space for this DRM fd. |
| * This is the same value returned by drm_v3d_create_bo, if that was called |
| * from this DRM fd. |
| */ |
| struct drm_v3d_get_bo_offset { |
| __u32 handle; |
| __u32 offset; |
| }; |
| |
| struct drm_v3d_submit_tfu { |
| __u32 icfg; |
| __u32 iia; |
| __u32 iis; |
| __u32 ica; |
| __u32 iua; |
| __u32 ioa; |
| __u32 ios; |
| __u32 coef[4]; |
| /* First handle is the output BO, following are other inputs. |
| * 0 for unused. |
| */ |
| __u32 bo_handles[4]; |
| /* sync object to block on before running the TFU job. Each TFU |
| * job will execute in the order submitted to its FD. Synchronization |
| * against rendering jobs requires using sync objects. |
| */ |
| __u32 in_sync; |
| /* Sync object to signal when the TFU job is done. */ |
| __u32 out_sync; |
| }; |
| |
| /* Submits a compute shader for dispatch. This job will block on any |
| * previous compute shaders submitted on this fd, and any other |
| * synchronization must be performed with in_sync/out_sync. |
| */ |
| struct drm_v3d_submit_csd { |
| __u32 cfg[7]; |
| __u32 coef[4]; |
| |
| /* Pointer to a u32 array of the BOs that are referenced by the job. |
| */ |
| __u64 bo_handles; |
| |
| /* Number of BO handles passed in (size is that times 4). */ |
| __u32 bo_handle_count; |
| |
| /* sync object to block on before running the CSD job. Each |
| * CSD job will execute in the order submitted to its FD. |
| * Synchronization against rendering/TFU jobs or CSD from |
| * other fds requires using sync objects. |
| */ |
| __u32 in_sync; |
| /* Sync object to signal when the CSD job is done. */ |
| __u32 out_sync; |
| }; |
| |
| #if defined(__cplusplus) |
| } |
| #endif |
| |
| #endif /* _V3D_DRM_H_ */ |