1 /* 2 * Copyright © 2014-2018 Broadcom 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 */ 23 24 #ifndef _V3D_DRM_H_ 25 #define _V3D_DRM_H_ 26 27 #include "drm.h" 28 29 #if defined(__cplusplus) 30 extern "C" { 31 #endif 32 33 #define DRM_V3D_SUBMIT_CL 0x00 34 #define DRM_V3D_WAIT_BO 0x01 35 #define DRM_V3D_CREATE_BO 0x02 36 #define DRM_V3D_MMAP_BO 0x03 37 #define DRM_V3D_GET_PARAM 0x04 38 #define DRM_V3D_GET_BO_OFFSET 0x05 39 #define DRM_V3D_SUBMIT_TFU 0x06 40 #define DRM_V3D_SUBMIT_CSD 0x07 41 42 #define DRM_IOCTL_V3D_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CL, struct drm_v3d_submit_cl) 43 #define DRM_IOCTL_V3D_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_WAIT_BO, struct drm_v3d_wait_bo) 44 #define DRM_IOCTL_V3D_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_CREATE_BO, struct drm_v3d_create_bo) 45 #define DRM_IOCTL_V3D_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_MMAP_BO, struct drm_v3d_mmap_bo) 46 #define DRM_IOCTL_V3D_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_PARAM, struct drm_v3d_get_param) 47 #define DRM_IOCTL_V3D_GET_BO_OFFSET DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_BO_OFFSET, struct drm_v3d_get_bo_offset) 48 #define DRM_IOCTL_V3D_SUBMIT_TFU DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_TFU, struct drm_v3d_submit_tfu) 49 #define DRM_IOCTL_V3D_SUBMIT_CSD DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CSD, struct drm_v3d_submit_csd) 50 51 /** 52 * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D 53 * engine. 54 * 55 * This asks the kernel to have the GPU execute an optional binner 56 * command list, and a render command list. 57 * 58 * The L1T, slice, L2C, L2T, and GCA caches will be flushed before 59 * each CL executes. The VCD cache should be flushed (if necessary) 60 * by the submitted CLs. The TLB writes are guaranteed to have been 61 * flushed by the time the render done IRQ happens, which is the 62 * trigger for out_sync. Any dirtying of cachelines by the job (only 63 * possible using TMU writes) must be flushed by the caller using the 64 * CL's cache flush commands. 65 */ 66 struct drm_v3d_submit_cl { 67 /* Pointer to the binner command list. 68 * 69 * This is the first set of commands executed, which runs the 70 * coordinate shader to determine where primitives land on the screen, 71 * then writes out the state updates and draw calls necessary per tile 72 * to the tile allocation BO. 73 * 74 * This BCL will block on any previous BCL submitted on the 75 * same FD, but not on any RCL or BCLs submitted by other 76 * clients -- that is left up to the submitter to control 77 * using in_sync_bcl if necessary. 78 */ 79 __u32 bcl_start; 80 81 /** End address of the BCL (first byte after the BCL) */ 82 __u32 bcl_end; 83 84 /* Offset of the render command list. 85 * 86 * This is the second set of commands executed, which will either 87 * execute the tiles that have been set up by the BCL, or a fixed set 88 * of tiles (in the case of RCL-only blits). 89 * 90 * This RCL will block on this submit's BCL, and any previous 91 * RCL submitted on the same FD, but not on any RCL or BCLs 92 * submitted by other clients -- that is left up to the 93 * submitter to control using in_sync_rcl if necessary. 94 */ 95 __u32 rcl_start; 96 97 /** End address of the RCL (first byte after the RCL) */ 98 __u32 rcl_end; 99 100 /** An optional sync object to wait on before starting the BCL. */ 101 __u32 in_sync_bcl; 102 /** An optional sync object to wait on before starting the RCL. */ 103 __u32 in_sync_rcl; 104 /** An optional sync object to place the completion fence in. */ 105 __u32 out_sync; 106 107 /* Offset of the tile alloc memory 108 * 109 * This is optional on V3D 3.3 (where the CL can set the value) but 110 * required on V3D 4.1. 111 */ 112 __u32 qma; 113 114 /** Size of the tile alloc memory. */ 115 __u32 qms; 116 117 /** Offset of the tile state data array. */ 118 __u32 qts; 119 120 /* Pointer to a u32 array of the BOs that are referenced by the job. 121 */ 122 __u64 bo_handles; 123 124 /* Number of BO handles passed in (size is that times 4). */ 125 __u32 bo_handle_count; 126 127 /* Pad, must be zero-filled. */ 128 __u32 pad; 129 }; 130 131 /** 132 * struct drm_v3d_wait_bo - ioctl argument for waiting for 133 * completion of the last DRM_V3D_SUBMIT_CL on a BO. 134 * 135 * This is useful for cases where multiple processes might be 136 * rendering to a BO and you want to wait for all rendering to be 137 * completed. 138 */ 139 struct drm_v3d_wait_bo { 140 __u32 handle; 141 __u32 pad; 142 __u64 timeout_ns; 143 }; 144 145 /** 146 * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs. 147 * 148 * There are currently no values for the flags argument, but it may be 149 * used in a future extension. 150 */ 151 struct drm_v3d_create_bo { 152 __u32 size; 153 __u32 flags; 154 /** Returned GEM handle for the BO. */ 155 __u32 handle; 156 /** 157 * Returned offset for the BO in the V3D address space. This offset 158 * is private to the DRM fd and is valid for the lifetime of the GEM 159 * handle. 160 * 161 * This offset value will always be nonzero, since various HW 162 * units treat 0 specially. 163 */ 164 __u32 offset; 165 }; 166 167 /** 168 * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs. 169 * 170 * This doesn't actually perform an mmap. Instead, it returns the 171 * offset you need to use in an mmap on the DRM device node. This 172 * means that tools like valgrind end up knowing about the mapped 173 * memory. 174 * 175 * There are currently no values for the flags argument, but it may be 176 * used in a future extension. 177 */ 178 struct drm_v3d_mmap_bo { 179 /** Handle for the object being mapped. */ 180 __u32 handle; 181 __u32 flags; 182 /** offset into the drm node to use for subsequent mmap call. */ 183 __u64 offset; 184 }; 185 186 enum drm_v3d_param { 187 DRM_V3D_PARAM_V3D_UIFCFG, 188 DRM_V3D_PARAM_V3D_HUB_IDENT1, 189 DRM_V3D_PARAM_V3D_HUB_IDENT2, 190 DRM_V3D_PARAM_V3D_HUB_IDENT3, 191 DRM_V3D_PARAM_V3D_CORE0_IDENT0, 192 DRM_V3D_PARAM_V3D_CORE0_IDENT1, 193 DRM_V3D_PARAM_V3D_CORE0_IDENT2, 194 DRM_V3D_PARAM_SUPPORTS_TFU, 195 DRM_V3D_PARAM_SUPPORTS_CSD, 196 }; 197 198 struct drm_v3d_get_param { 199 __u32 param; 200 __u32 pad; 201 __u64 value; 202 }; 203 204 /** 205 * Returns the offset for the BO in the V3D address space for this DRM fd. 206 * This is the same value returned by drm_v3d_create_bo, if that was called 207 * from this DRM fd. 208 */ 209 struct drm_v3d_get_bo_offset { 210 __u32 handle; 211 __u32 offset; 212 }; 213 214 struct drm_v3d_submit_tfu { 215 __u32 icfg; 216 __u32 iia; 217 __u32 iis; 218 __u32 ica; 219 __u32 iua; 220 __u32 ioa; 221 __u32 ios; 222 __u32 coef[4]; 223 /* First handle is the output BO, following are other inputs. 224 * 0 for unused. 225 */ 226 __u32 bo_handles[4]; 227 /* sync object to block on before running the TFU job. Each TFU 228 * job will execute in the order submitted to its FD. Synchronization 229 * against rendering jobs requires using sync objects. 230 */ 231 __u32 in_sync; 232 /* Sync object to signal when the TFU job is done. */ 233 __u32 out_sync; 234 }; 235 236 /* Submits a compute shader for dispatch. This job will block on any 237 * previous compute shaders submitted on this fd, and any other 238 * synchronization must be performed with in_sync/out_sync. 239 */ 240 struct drm_v3d_submit_csd { 241 __u32 cfg[7]; 242 __u32 coef[4]; 243 244 /* Pointer to a u32 array of the BOs that are referenced by the job. 245 */ 246 __u64 bo_handles; 247 248 /* Number of BO handles passed in (size is that times 4). */ 249 __u32 bo_handle_count; 250 251 /* sync object to block on before running the CSD job. Each 252 * CSD job will execute in the order submitted to its FD. 253 * Synchronization against rendering/TFU jobs or CSD from 254 * other fds requires using sync objects. 255 */ 256 __u32 in_sync; 257 /* Sync object to signal when the CSD job is done. */ 258 __u32 out_sync; 259 }; 260 261 #if defined(__cplusplus) 262 } 263 #endif 264 265 #endif /* _V3D_DRM_H_ */ 266