View file File name : v3d_drm.h Content :/* * 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_ */