v3d_drm.h revision 1.2 1 /* $NetBSD: v3d_drm.h,v 1.2 2021/12/18 23:45:46 riastradh Exp $ */
2
3 /*
4 * Copyright 2014-2018 Broadcom
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the next
14 * paragraph) shall be included in all copies or substantial portions of the
15 * Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
22 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
23 * IN THE SOFTWARE.
24 */
25
26 #ifndef _V3D_DRM_H_
27 #define _V3D_DRM_H_
28
29 #include "drm.h"
30
31 #if defined(__cplusplus)
32 extern "C" {
33 #endif
34
35 #define DRM_V3D_SUBMIT_CL 0x00
36 #define DRM_V3D_WAIT_BO 0x01
37 #define DRM_V3D_CREATE_BO 0x02
38 #define DRM_V3D_MMAP_BO 0x03
39 #define DRM_V3D_GET_PARAM 0x04
40 #define DRM_V3D_GET_BO_OFFSET 0x05
41 #define DRM_V3D_SUBMIT_TFU 0x06
42 #define DRM_V3D_SUBMIT_CSD 0x07
43
44 #define DRM_IOCTL_V3D_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CL, struct drm_v3d_submit_cl)
45 #define DRM_IOCTL_V3D_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_WAIT_BO, struct drm_v3d_wait_bo)
46 #define DRM_IOCTL_V3D_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_CREATE_BO, struct drm_v3d_create_bo)
47 #define DRM_IOCTL_V3D_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_MMAP_BO, struct drm_v3d_mmap_bo)
48 #define DRM_IOCTL_V3D_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_PARAM, struct drm_v3d_get_param)
49 #define DRM_IOCTL_V3D_GET_BO_OFFSET DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_BO_OFFSET, struct drm_v3d_get_bo_offset)
50 #define DRM_IOCTL_V3D_SUBMIT_TFU DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_TFU, struct drm_v3d_submit_tfu)
51 #define DRM_IOCTL_V3D_SUBMIT_CSD DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CSD, struct drm_v3d_submit_csd)
52
53 #define DRM_V3D_SUBMIT_CL_FLUSH_CACHE 0x01
54
55 /**
56 * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D
57 * engine.
58 *
59 * This asks the kernel to have the GPU execute an optional binner
60 * command list, and a render command list.
61 *
62 * The L1T, slice, L2C, L2T, and GCA caches will be flushed before
63 * each CL executes. The VCD cache should be flushed (if necessary)
64 * by the submitted CLs. The TLB writes are guaranteed to have been
65 * flushed by the time the render done IRQ happens, which is the
66 * trigger for out_sync. Any dirtying of cachelines by the job (only
67 * possible using TMU writes) must be flushed by the caller using the
68 * DRM_V3D_SUBMIT_CL_FLUSH_CACHE_FLAG flag.
69 */
70 struct drm_v3d_submit_cl {
71 /* Pointer to the binner command list.
72 *
73 * This is the first set of commands executed, which runs the
74 * coordinate shader to determine where primitives land on the screen,
75 * then writes out the state updates and draw calls necessary per tile
76 * to the tile allocation BO.
77 *
78 * This BCL will block on any previous BCL submitted on the
79 * same FD, but not on any RCL or BCLs submitted by other
80 * clients -- that is left up to the submitter to control
81 * using in_sync_bcl if necessary.
82 */
83 __u32 bcl_start;
84
85 /** End address of the BCL (first byte after the BCL) */
86 __u32 bcl_end;
87
88 /* Offset of the render command list.
89 *
90 * This is the second set of commands executed, which will either
91 * execute the tiles that have been set up by the BCL, or a fixed set
92 * of tiles (in the case of RCL-only blits).
93 *
94 * This RCL will block on this submit's BCL, and any previous
95 * RCL submitted on the same FD, but not on any RCL or BCLs
96 * submitted by other clients -- that is left up to the
97 * submitter to control using in_sync_rcl if necessary.
98 */
99 __u32 rcl_start;
100
101 /** End address of the RCL (first byte after the RCL) */
102 __u32 rcl_end;
103
104 /** An optional sync object to wait on before starting the BCL. */
105 __u32 in_sync_bcl;
106 /** An optional sync object to wait on before starting the RCL. */
107 __u32 in_sync_rcl;
108 /** An optional sync object to place the completion fence in. */
109 __u32 out_sync;
110
111 /* Offset of the tile alloc memory
112 *
113 * This is optional on V3D 3.3 (where the CL can set the value) but
114 * required on V3D 4.1.
115 */
116 __u32 qma;
117
118 /** Size of the tile alloc memory. */
119 __u32 qms;
120
121 /** Offset of the tile state data array. */
122 __u32 qts;
123
124 /* Pointer to a u32 array of the BOs that are referenced by the job.
125 */
126 __u64 bo_handles;
127
128 /* Number of BO handles passed in (size is that times 4). */
129 __u32 bo_handle_count;
130
131 __u32 flags;
132 };
133
134 /**
135 * struct drm_v3d_wait_bo - ioctl argument for waiting for
136 * completion of the last DRM_V3D_SUBMIT_CL on a BO.
137 *
138 * This is useful for cases where multiple processes might be
139 * rendering to a BO and you want to wait for all rendering to be
140 * completed.
141 */
142 struct drm_v3d_wait_bo {
143 __u32 handle;
144 __u32 pad;
145 __u64 timeout_ns;
146 };
147
148 /**
149 * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs.
150 *
151 * There are currently no values for the flags argument, but it may be
152 * used in a future extension.
153 */
154 struct drm_v3d_create_bo {
155 __u32 size;
156 __u32 flags;
157 /** Returned GEM handle for the BO. */
158 __u32 handle;
159 /**
160 * Returned offset for the BO in the V3D address space. This offset
161 * is private to the DRM fd and is valid for the lifetime of the GEM
162 * handle.
163 *
164 * This offset value will always be nonzero, since various HW
165 * units treat 0 specially.
166 */
167 __u32 offset;
168 };
169
170 /**
171 * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs.
172 *
173 * This doesn't actually perform an mmap. Instead, it returns the
174 * offset you need to use in an mmap on the DRM device node. This
175 * means that tools like valgrind end up knowing about the mapped
176 * memory.
177 *
178 * There are currently no values for the flags argument, but it may be
179 * used in a future extension.
180 */
181 struct drm_v3d_mmap_bo {
182 /** Handle for the object being mapped. */
183 __u32 handle;
184 __u32 flags;
185 /** offset into the drm node to use for subsequent mmap call. */
186 __u64 offset;
187 };
188
189 enum drm_v3d_param {
190 DRM_V3D_PARAM_V3D_UIFCFG,
191 DRM_V3D_PARAM_V3D_HUB_IDENT1,
192 DRM_V3D_PARAM_V3D_HUB_IDENT2,
193 DRM_V3D_PARAM_V3D_HUB_IDENT3,
194 DRM_V3D_PARAM_V3D_CORE0_IDENT0,
195 DRM_V3D_PARAM_V3D_CORE0_IDENT1,
196 DRM_V3D_PARAM_V3D_CORE0_IDENT2,
197 DRM_V3D_PARAM_SUPPORTS_TFU,
198 DRM_V3D_PARAM_SUPPORTS_CSD,
199 DRM_V3D_PARAM_SUPPORTS_CACHE_FLUSH,
200 };
201
202 struct drm_v3d_get_param {
203 __u32 param;
204 __u32 pad;
205 __u64 value;
206 };
207
208 /**
209 * Returns the offset for the BO in the V3D address space for this DRM fd.
210 * This is the same value returned by drm_v3d_create_bo, if that was called
211 * from this DRM fd.
212 */
213 struct drm_v3d_get_bo_offset {
214 __u32 handle;
215 __u32 offset;
216 };
217
218 struct drm_v3d_submit_tfu {
219 __u32 icfg;
220 __u32 iia;
221 __u32 iis;
222 __u32 ica;
223 __u32 iua;
224 __u32 ioa;
225 __u32 ios;
226 __u32 coef[4];
227 /* First handle is the output BO, following are other inputs.
228 * 0 for unused.
229 */
230 __u32 bo_handles[4];
231 /* sync object to block on before running the TFU job. Each TFU
232 * job will execute in the order submitted to its FD. Synchronization
233 * against rendering jobs requires using sync objects.
234 */
235 __u32 in_sync;
236 /* Sync object to signal when the TFU job is done. */
237 __u32 out_sync;
238 };
239
240 /* Submits a compute shader for dispatch. This job will block on any
241 * previous compute shaders submitted on this fd, and any other
242 * synchronization must be performed with in_sync/out_sync.
243 */
244 struct drm_v3d_submit_csd {
245 __u32 cfg[7];
246 __u32 coef[4];
247
248 /* Pointer to a u32 array of the BOs that are referenced by the job.
249 */
250 __u64 bo_handles;
251
252 /* Number of BO handles passed in (size is that times 4). */
253 __u32 bo_handle_count;
254
255 /* sync object to block on before running the CSD job. Each
256 * CSD job will execute in the order submitted to its FD.
257 * Synchronization against rendering/TFU jobs or CSD from
258 * other fds requires using sync objects.
259 */
260 __u32 in_sync;
261 /* Sync object to signal when the CSD job is done. */
262 __u32 out_sync;
263 };
264
265 #if defined(__cplusplus)
266 }
267 #endif
268
269 #endif /* _V3D_DRM_H_ */
270