diff options
Diffstat (limited to 'include/uapi/drm/v3d_drm.h')
-rw-r--r-- | include/uapi/drm/v3d_drm.h | 267 |
1 files changed, 267 insertions, 0 deletions
diff --git a/include/uapi/drm/v3d_drm.h b/include/uapi/drm/v3d_drm.h new file mode 100644 index 000000000..1ce746e22 --- /dev/null +++ b/include/uapi/drm/v3d_drm.h @@ -0,0 +1,267 @@ +/* + * 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) + +#define DRM_V3D_SUBMIT_CL_FLUSH_CACHE 0x01 + +/** + * 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 + * DRM_V3D_SUBMIT_CL_FLUSH_CACHE_FLAG flag. + */ +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; + + __u32 flags; +}; + +/** + * 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, + DRM_V3D_PARAM_SUPPORTS_CACHE_FLUSH, +}; + +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_ */ |