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