xref: /openbmc/linux/include/uapi/drm/v3d_drm.h (revision ed1666f6)
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 
41 #define DRM_IOCTL_V3D_SUBMIT_CL           DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CL, struct drm_v3d_submit_cl)
42 #define DRM_IOCTL_V3D_WAIT_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_WAIT_BO, struct drm_v3d_wait_bo)
43 #define DRM_IOCTL_V3D_CREATE_BO           DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_CREATE_BO, struct drm_v3d_create_bo)
44 #define DRM_IOCTL_V3D_MMAP_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_MMAP_BO, struct drm_v3d_mmap_bo)
45 #define DRM_IOCTL_V3D_GET_PARAM           DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_PARAM, struct drm_v3d_get_param)
46 #define DRM_IOCTL_V3D_GET_BO_OFFSET       DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_BO_OFFSET, struct drm_v3d_get_bo_offset)
47 #define DRM_IOCTL_V3D_SUBMIT_TFU          DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_TFU, struct drm_v3d_submit_tfu)
48 
49 /**
50  * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D
51  * engine.
52  *
53  * This asks the kernel to have the GPU execute an optional binner
54  * command list, and a render command list.
55  *
56  * The L1T, slice, L2C, L2T, and GCA caches will be flushed before
57  * each CL executes.  The VCD cache should be flushed (if necessary)
58  * by the submitted CLs.  The TLB writes are guaranteed to have been
59  * flushed by the time the render done IRQ happens, which is the
60  * trigger for out_sync.  Any dirtying of cachelines by the job (only
61  * possible using TMU writes) must be flushed by the caller using the
62  * CL's cache flush commands.
63  */
64 struct drm_v3d_submit_cl {
65 	/* Pointer to the binner command list.
66 	 *
67 	 * This is the first set of commands executed, which runs the
68 	 * coordinate shader to determine where primitives land on the screen,
69 	 * then writes out the state updates and draw calls necessary per tile
70 	 * to the tile allocation BO.
71 	 *
72 	 * This BCL will block on any previous BCL submitted on the
73 	 * same FD, but not on any RCL or BCLs submitted by other
74 	 * clients -- that is left up to the submitter to control
75 	 * using in_sync_bcl if necessary.
76 	 */
77 	__u32 bcl_start;
78 
79 	/** End address of the BCL (first byte after the BCL) */
80 	__u32 bcl_end;
81 
82 	/* Offset of the render command list.
83 	 *
84 	 * This is the second set of commands executed, which will either
85 	 * execute the tiles that have been set up by the BCL, or a fixed set
86 	 * of tiles (in the case of RCL-only blits).
87 	 *
88 	 * This RCL will block on this submit's BCL, and any previous
89 	 * RCL submitted on the same FD, but not on any RCL or BCLs
90 	 * submitted by other clients -- that is left up to the
91 	 * submitter to control using in_sync_rcl if necessary.
92 	 */
93 	__u32 rcl_start;
94 
95 	/** End address of the RCL (first byte after the RCL) */
96 	__u32 rcl_end;
97 
98 	/** An optional sync object to wait on before starting the BCL. */
99 	__u32 in_sync_bcl;
100 	/** An optional sync object to wait on before starting the RCL. */
101 	__u32 in_sync_rcl;
102 	/** An optional sync object to place the completion fence in. */
103 	__u32 out_sync;
104 
105 	/* Offset of the tile alloc memory
106 	 *
107 	 * This is optional on V3D 3.3 (where the CL can set the value) but
108 	 * required on V3D 4.1.
109 	 */
110 	__u32 qma;
111 
112 	/** Size of the tile alloc memory. */
113 	__u32 qms;
114 
115 	/** Offset of the tile state data array. */
116 	__u32 qts;
117 
118 	/* Pointer to a u32 array of the BOs that are referenced by the job.
119 	 */
120 	__u64 bo_handles;
121 
122 	/* Number of BO handles passed in (size is that times 4). */
123 	__u32 bo_handle_count;
124 
125 	/* Pad, must be zero-filled. */
126 	__u32 pad;
127 };
128 
129 /**
130  * struct drm_v3d_wait_bo - ioctl argument for waiting for
131  * completion of the last DRM_V3D_SUBMIT_CL on a BO.
132  *
133  * This is useful for cases where multiple processes might be
134  * rendering to a BO and you want to wait for all rendering to be
135  * completed.
136  */
137 struct drm_v3d_wait_bo {
138 	__u32 handle;
139 	__u32 pad;
140 	__u64 timeout_ns;
141 };
142 
143 /**
144  * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs.
145  *
146  * There are currently no values for the flags argument, but it may be
147  * used in a future extension.
148  */
149 struct drm_v3d_create_bo {
150 	__u32 size;
151 	__u32 flags;
152 	/** Returned GEM handle for the BO. */
153 	__u32 handle;
154 	/**
155 	 * Returned offset for the BO in the V3D address space.  This offset
156 	 * is private to the DRM fd and is valid for the lifetime of the GEM
157 	 * handle.
158 	 *
159 	 * This offset value will always be nonzero, since various HW
160 	 * units treat 0 specially.
161 	 */
162 	__u32 offset;
163 };
164 
165 /**
166  * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs.
167  *
168  * This doesn't actually perform an mmap.  Instead, it returns the
169  * offset you need to use in an mmap on the DRM device node.  This
170  * means that tools like valgrind end up knowing about the mapped
171  * memory.
172  *
173  * There are currently no values for the flags argument, but it may be
174  * used in a future extension.
175  */
176 struct drm_v3d_mmap_bo {
177 	/** Handle for the object being mapped. */
178 	__u32 handle;
179 	__u32 flags;
180 	/** offset into the drm node to use for subsequent mmap call. */
181 	__u64 offset;
182 };
183 
184 enum drm_v3d_param {
185 	DRM_V3D_PARAM_V3D_UIFCFG,
186 	DRM_V3D_PARAM_V3D_HUB_IDENT1,
187 	DRM_V3D_PARAM_V3D_HUB_IDENT2,
188 	DRM_V3D_PARAM_V3D_HUB_IDENT3,
189 	DRM_V3D_PARAM_V3D_CORE0_IDENT0,
190 	DRM_V3D_PARAM_V3D_CORE0_IDENT1,
191 	DRM_V3D_PARAM_V3D_CORE0_IDENT2,
192 	DRM_V3D_PARAM_SUPPORTS_TFU,
193 };
194 
195 struct drm_v3d_get_param {
196 	__u32 param;
197 	__u32 pad;
198 	__u64 value;
199 };
200 
201 /**
202  * Returns the offset for the BO in the V3D address space for this DRM fd.
203  * This is the same value returned by drm_v3d_create_bo, if that was called
204  * from this DRM fd.
205  */
206 struct drm_v3d_get_bo_offset {
207 	__u32 handle;
208 	__u32 offset;
209 };
210 
211 struct drm_v3d_submit_tfu {
212 	__u32 icfg;
213 	__u32 iia;
214 	__u32 iis;
215 	__u32 ica;
216 	__u32 iua;
217 	__u32 ioa;
218 	__u32 ios;
219 	__u32 coef[4];
220 	/* First handle is the output BO, following are other inputs.
221 	 * 0 for unused.
222 	 */
223 	__u32 bo_handles[4];
224 	/* sync object to block on before running the TFU job.  Each TFU
225 	 * job will execute in the order submitted to its FD.  Synchronization
226 	 * against rendering jobs requires using sync objects.
227 	 */
228 	__u32 in_sync;
229 	/* Sync object to signal when the TFU job is done. */
230 	__u32 out_sync;
231 };
232 
233 #if defined(__cplusplus)
234 }
235 #endif
236 
237 #endif /* _V3D_DRM_H_ */
238