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