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 #define DRM_V3D_SUBMIT_CL_FLUSH_CACHE 0x01 52 53 /** 54 * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D 55 * engine. 56 * 57 * This asks the kernel to have the GPU execute an optional binner 58 * command list, and a render command list. 59 * 60 * The L1T, slice, L2C, L2T, and GCA caches will be flushed before 61 * each CL executes. The VCD cache should be flushed (if necessary) 62 * by the submitted CLs. The TLB writes are guaranteed to have been 63 * flushed by the time the render done IRQ happens, which is the 64 * trigger for out_sync. Any dirtying of cachelines by the job (only 65 * possible using TMU writes) must be flushed by the caller using the 66 * DRM_V3D_SUBMIT_CL_FLUSH_CACHE_FLAG flag. 67 */ 68 struct drm_v3d_submit_cl { 69 /* Pointer to the binner command list. 70 * 71 * This is the first set of commands executed, which runs the 72 * coordinate shader to determine where primitives land on the screen, 73 * then writes out the state updates and draw calls necessary per tile 74 * to the tile allocation BO. 75 * 76 * This BCL will block on any previous BCL submitted on the 77 * same FD, but not on any RCL or BCLs submitted by other 78 * clients -- that is left up to the submitter to control 79 * using in_sync_bcl if necessary. 80 */ 81 __u32 bcl_start; 82 83 /** End address of the BCL (first byte after the BCL) */ 84 __u32 bcl_end; 85 86 /* Offset of the render command list. 87 * 88 * This is the second set of commands executed, which will either 89 * execute the tiles that have been set up by the BCL, or a fixed set 90 * of tiles (in the case of RCL-only blits). 91 * 92 * This RCL will block on this submit's BCL, and any previous 93 * RCL submitted on the same FD, but not on any RCL or BCLs 94 * submitted by other clients -- that is left up to the 95 * submitter to control using in_sync_rcl if necessary. 96 */ 97 __u32 rcl_start; 98 99 /** End address of the RCL (first byte after the RCL) */ 100 __u32 rcl_end; 101 102 /** An optional sync object to wait on before starting the BCL. */ 103 __u32 in_sync_bcl; 104 /** An optional sync object to wait on before starting the RCL. */ 105 __u32 in_sync_rcl; 106 /** An optional sync object to place the completion fence in. */ 107 __u32 out_sync; 108 109 /* Offset of the tile alloc memory 110 * 111 * This is optional on V3D 3.3 (where the CL can set the value) but 112 * required on V3D 4.1. 113 */ 114 __u32 qma; 115 116 /** Size of the tile alloc memory. */ 117 __u32 qms; 118 119 /** Offset of the tile state data array. */ 120 __u32 qts; 121 122 /* Pointer to a u32 array of the BOs that are referenced by the job. 123 */ 124 __u64 bo_handles; 125 126 /* Number of BO handles passed in (size is that times 4). */ 127 __u32 bo_handle_count; 128 129 __u32 flags; 130 }; 131 132 /** 133 * struct drm_v3d_wait_bo - ioctl argument for waiting for 134 * completion of the last DRM_V3D_SUBMIT_CL on a BO. 135 * 136 * This is useful for cases where multiple processes might be 137 * rendering to a BO and you want to wait for all rendering to be 138 * completed. 139 */ 140 struct drm_v3d_wait_bo { 141 __u32 handle; 142 __u32 pad; 143 __u64 timeout_ns; 144 }; 145 146 /** 147 * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs. 148 * 149 * There are currently no values for the flags argument, but it may be 150 * used in a future extension. 151 */ 152 struct drm_v3d_create_bo { 153 __u32 size; 154 __u32 flags; 155 /** Returned GEM handle for the BO. */ 156 __u32 handle; 157 /** 158 * Returned offset for the BO in the V3D address space. This offset 159 * is private to the DRM fd and is valid for the lifetime of the GEM 160 * handle. 161 * 162 * This offset value will always be nonzero, since various HW 163 * units treat 0 specially. 164 */ 165 __u32 offset; 166 }; 167 168 /** 169 * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs. 170 * 171 * This doesn't actually perform an mmap. Instead, it returns the 172 * offset you need to use in an mmap on the DRM device node. This 173 * means that tools like valgrind end up knowing about the mapped 174 * memory. 175 * 176 * There are currently no values for the flags argument, but it may be 177 * used in a future extension. 178 */ 179 struct drm_v3d_mmap_bo { 180 /** Handle for the object being mapped. */ 181 __u32 handle; 182 __u32 flags; 183 /** offset into the drm node to use for subsequent mmap call. */ 184 __u64 offset; 185 }; 186 187 enum drm_v3d_param { 188 DRM_V3D_PARAM_V3D_UIFCFG, 189 DRM_V3D_PARAM_V3D_HUB_IDENT1, 190 DRM_V3D_PARAM_V3D_HUB_IDENT2, 191 DRM_V3D_PARAM_V3D_HUB_IDENT3, 192 DRM_V3D_PARAM_V3D_CORE0_IDENT0, 193 DRM_V3D_PARAM_V3D_CORE0_IDENT1, 194 DRM_V3D_PARAM_V3D_CORE0_IDENT2, 195 DRM_V3D_PARAM_SUPPORTS_TFU, 196 DRM_V3D_PARAM_SUPPORTS_CSD, 197 DRM_V3D_PARAM_SUPPORTS_CACHE_FLUSH, 198 }; 199 200 struct drm_v3d_get_param { 201 __u32 param; 202 __u32 pad; 203 __u64 value; 204 }; 205 206 /** 207 * Returns the offset for the BO in the V3D address space for this DRM fd. 208 * This is the same value returned by drm_v3d_create_bo, if that was called 209 * from this DRM fd. 210 */ 211 struct drm_v3d_get_bo_offset { 212 __u32 handle; 213 __u32 offset; 214 }; 215 216 struct drm_v3d_submit_tfu { 217 __u32 icfg; 218 __u32 iia; 219 __u32 iis; 220 __u32 ica; 221 __u32 iua; 222 __u32 ioa; 223 __u32 ios; 224 __u32 coef[4]; 225 /* First handle is the output BO, following are other inputs. 226 * 0 for unused. 227 */ 228 __u32 bo_handles[4]; 229 /* sync object to block on before running the TFU job. Each TFU 230 * job will execute in the order submitted to its FD. Synchronization 231 * against rendering jobs requires using sync objects. 232 */ 233 __u32 in_sync; 234 /* Sync object to signal when the TFU job is done. */ 235 __u32 out_sync; 236 }; 237 238 /* Submits a compute shader for dispatch. This job will block on any 239 * previous compute shaders submitted on this fd, and any other 240 * synchronization must be performed with in_sync/out_sync. 241 */ 242 struct drm_v3d_submit_csd { 243 __u32 cfg[7]; 244 __u32 coef[4]; 245 246 /* Pointer to a u32 array of the BOs that are referenced by the job. 247 */ 248 __u64 bo_handles; 249 250 /* Number of BO handles passed in (size is that times 4). */ 251 __u32 bo_handle_count; 252 253 /* sync object to block on before running the CSD job. Each 254 * CSD job will execute in the order submitted to its FD. 255 * Synchronization against rendering/TFU jobs or CSD from 256 * other fds requires using sync objects. 257 */ 258 __u32 in_sync; 259 /* Sync object to signal when the CSD job is done. */ 260 __u32 out_sync; 261 }; 262 263 #if defined(__cplusplus) 264 } 265 #endif 266 267 #endif /* _V3D_DRM_H_ */ 268