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)
30extern "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#define DRM_V3D_PERFMON_CREATE                    0x08
42#define DRM_V3D_PERFMON_DESTROY                   0x09
43#define DRM_V3D_PERFMON_GET_VALUES                0x0a
44
45#define DRM_IOCTL_V3D_SUBMIT_CL           DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CL, struct drm_v3d_submit_cl)
46#define DRM_IOCTL_V3D_WAIT_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_WAIT_BO, struct drm_v3d_wait_bo)
47#define DRM_IOCTL_V3D_CREATE_BO           DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_CREATE_BO, struct drm_v3d_create_bo)
48#define DRM_IOCTL_V3D_MMAP_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_MMAP_BO, struct drm_v3d_mmap_bo)
49#define DRM_IOCTL_V3D_GET_PARAM           DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_PARAM, struct drm_v3d_get_param)
50#define DRM_IOCTL_V3D_GET_BO_OFFSET       DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_BO_OFFSET, struct drm_v3d_get_bo_offset)
51#define DRM_IOCTL_V3D_SUBMIT_TFU          DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_TFU, struct drm_v3d_submit_tfu)
52#define DRM_IOCTL_V3D_SUBMIT_CSD          DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CSD, struct drm_v3d_submit_csd)
53#define DRM_IOCTL_V3D_PERFMON_CREATE      DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_PERFMON_CREATE, \
54						   struct drm_v3d_perfmon_create)
55#define DRM_IOCTL_V3D_PERFMON_DESTROY     DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_PERFMON_DESTROY, \
56						   struct drm_v3d_perfmon_destroy)
57#define DRM_IOCTL_V3D_PERFMON_GET_VALUES  DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_PERFMON_GET_VALUES, \
58						   struct drm_v3d_perfmon_get_values)
59
60#define DRM_V3D_SUBMIT_CL_FLUSH_CACHE             0x01
61
62/**
63 * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D
64 * engine.
65 *
66 * This asks the kernel to have the GPU execute an optional binner
67 * command list, and a render command list.
68 *
69 * The L1T, slice, L2C, L2T, and GCA caches will be flushed before
70 * each CL executes.  The VCD cache should be flushed (if necessary)
71 * by the submitted CLs.  The TLB writes are guaranteed to have been
72 * flushed by the time the render done IRQ happens, which is the
73 * trigger for out_sync.  Any dirtying of cachelines by the job (only
74 * possible using TMU writes) must be flushed by the caller using the
75 * DRM_V3D_SUBMIT_CL_FLUSH_CACHE_FLAG flag.
76 */
77struct drm_v3d_submit_cl {
78	/* Pointer to the binner command list.
79	 *
80	 * This is the first set of commands executed, which runs the
81	 * coordinate shader to determine where primitives land on the screen,
82	 * then writes out the state updates and draw calls necessary per tile
83	 * to the tile allocation BO.
84	 *
85	 * This BCL will block on any previous BCL submitted on the
86	 * same FD, but not on any RCL or BCLs submitted by other
87	 * clients -- that is left up to the submitter to control
88	 * using in_sync_bcl if necessary.
89	 */
90	__u32 bcl_start;
91
92	/** End address of the BCL (first byte after the BCL) */
93	__u32 bcl_end;
94
95	/* Offset of the render command list.
96	 *
97	 * This is the second set of commands executed, which will either
98	 * execute the tiles that have been set up by the BCL, or a fixed set
99	 * of tiles (in the case of RCL-only blits).
100	 *
101	 * This RCL will block on this submit's BCL, and any previous
102	 * RCL submitted on the same FD, but not on any RCL or BCLs
103	 * submitted by other clients -- that is left up to the
104	 * submitter to control using in_sync_rcl if necessary.
105	 */
106	__u32 rcl_start;
107
108	/** End address of the RCL (first byte after the RCL) */
109	__u32 rcl_end;
110
111	/** An optional sync object to wait on before starting the BCL. */
112	__u32 in_sync_bcl;
113	/** An optional sync object to wait on before starting the RCL. */
114	__u32 in_sync_rcl;
115	/** An optional sync object to place the completion fence in. */
116	__u32 out_sync;
117
118	/* Offset of the tile alloc memory
119	 *
120	 * This is optional on V3D 3.3 (where the CL can set the value) but
121	 * required on V3D 4.1.
122	 */
123	__u32 qma;
124
125	/** Size of the tile alloc memory. */
126	__u32 qms;
127
128	/** Offset of the tile state data array. */
129	__u32 qts;
130
131	/* Pointer to a u32 array of the BOs that are referenced by the job.
132	 */
133	__u64 bo_handles;
134
135	/* Number of BO handles passed in (size is that times 4). */
136	__u32 bo_handle_count;
137
138	__u32 flags;
139
140	/* ID of the perfmon to attach to this job. 0 means no perfmon. */
141	__u32 perfmon_id;
142
143	__u32 pad;
144};
145
146/**
147 * struct drm_v3d_wait_bo - ioctl argument for waiting for
148 * completion of the last DRM_V3D_SUBMIT_CL on a BO.
149 *
150 * This is useful for cases where multiple processes might be
151 * rendering to a BO and you want to wait for all rendering to be
152 * completed.
153 */
154struct drm_v3d_wait_bo {
155	__u32 handle;
156	__u32 pad;
157	__u64 timeout_ns;
158};
159
160/**
161 * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs.
162 *
163 * There are currently no values for the flags argument, but it may be
164 * used in a future extension.
165 */
166struct drm_v3d_create_bo {
167	__u32 size;
168	__u32 flags;
169	/** Returned GEM handle for the BO. */
170	__u32 handle;
171	/**
172	 * Returned offset for the BO in the V3D address space.  This offset
173	 * is private to the DRM fd and is valid for the lifetime of the GEM
174	 * handle.
175	 *
176	 * This offset value will always be nonzero, since various HW
177	 * units treat 0 specially.
178	 */
179	__u32 offset;
180};
181
182/**
183 * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs.
184 *
185 * This doesn't actually perform an mmap.  Instead, it returns the
186 * offset you need to use in an mmap on the DRM device node.  This
187 * means that tools like valgrind end up knowing about the mapped
188 * memory.
189 *
190 * There are currently no values for the flags argument, but it may be
191 * used in a future extension.
192 */
193struct drm_v3d_mmap_bo {
194	/** Handle for the object being mapped. */
195	__u32 handle;
196	__u32 flags;
197	/** offset into the drm node to use for subsequent mmap call. */
198	__u64 offset;
199};
200
201enum drm_v3d_param {
202	DRM_V3D_PARAM_V3D_UIFCFG,
203	DRM_V3D_PARAM_V3D_HUB_IDENT1,
204	DRM_V3D_PARAM_V3D_HUB_IDENT2,
205	DRM_V3D_PARAM_V3D_HUB_IDENT3,
206	DRM_V3D_PARAM_V3D_CORE0_IDENT0,
207	DRM_V3D_PARAM_V3D_CORE0_IDENT1,
208	DRM_V3D_PARAM_V3D_CORE0_IDENT2,
209	DRM_V3D_PARAM_SUPPORTS_TFU,
210	DRM_V3D_PARAM_SUPPORTS_CSD,
211	DRM_V3D_PARAM_SUPPORTS_CACHE_FLUSH,
212	DRM_V3D_PARAM_SUPPORTS_PERFMON,
213};
214
215struct drm_v3d_get_param {
216	__u32 param;
217	__u32 pad;
218	__u64 value;
219};
220
221/**
222 * Returns the offset for the BO in the V3D address space for this DRM fd.
223 * This is the same value returned by drm_v3d_create_bo, if that was called
224 * from this DRM fd.
225 */
226struct drm_v3d_get_bo_offset {
227	__u32 handle;
228	__u32 offset;
229};
230
231struct drm_v3d_submit_tfu {
232	__u32 icfg;
233	__u32 iia;
234	__u32 iis;
235	__u32 ica;
236	__u32 iua;
237	__u32 ioa;
238	__u32 ios;
239	__u32 coef[4];
240	/* First handle is the output BO, following are other inputs.
241	 * 0 for unused.
242	 */
243	__u32 bo_handles[4];
244	/* sync object to block on before running the TFU job.  Each TFU
245	 * job will execute in the order submitted to its FD.  Synchronization
246	 * against rendering jobs requires using sync objects.
247	 */
248	__u32 in_sync;
249	/* Sync object to signal when the TFU job is done. */
250	__u32 out_sync;
251};
252
253/* Submits a compute shader for dispatch.  This job will block on any
254 * previous compute shaders submitted on this fd, and any other
255 * synchronization must be performed with in_sync/out_sync.
256 */
257struct drm_v3d_submit_csd {
258	__u32 cfg[7];
259	__u32 coef[4];
260
261	/* Pointer to a u32 array of the BOs that are referenced by the job.
262	 */
263	__u64 bo_handles;
264
265	/* Number of BO handles passed in (size is that times 4). */
266	__u32 bo_handle_count;
267
268	/* sync object to block on before running the CSD job.  Each
269	 * CSD job will execute in the order submitted to its FD.
270	 * Synchronization against rendering/TFU jobs or CSD from
271	 * other fds requires using sync objects.
272	 */
273	__u32 in_sync;
274	/* Sync object to signal when the CSD job is done. */
275	__u32 out_sync;
276
277	/* ID of the perfmon to attach to this job. 0 means no perfmon. */
278	__u32 perfmon_id;
279};
280
281enum {
282	V3D_PERFCNT_FEP_VALID_PRIMTS_NO_PIXELS,
283	V3D_PERFCNT_FEP_VALID_PRIMS,
284	V3D_PERFCNT_FEP_EZ_NFCLIP_QUADS,
285	V3D_PERFCNT_FEP_VALID_QUADS,
286	V3D_PERFCNT_TLB_QUADS_STENCIL_FAIL,
287	V3D_PERFCNT_TLB_QUADS_STENCILZ_FAIL,
288	V3D_PERFCNT_TLB_QUADS_STENCILZ_PASS,
289	V3D_PERFCNT_TLB_QUADS_ZERO_COV,
290	V3D_PERFCNT_TLB_QUADS_NONZERO_COV,
291	V3D_PERFCNT_TLB_QUADS_WRITTEN,
292	V3D_PERFCNT_PTB_PRIM_VIEWPOINT_DISCARD,
293	V3D_PERFCNT_PTB_PRIM_CLIP,
294	V3D_PERFCNT_PTB_PRIM_REV,
295	V3D_PERFCNT_QPU_IDLE_CYCLES,
296	V3D_PERFCNT_QPU_ACTIVE_CYCLES_VERTEX_COORD_USER,
297	V3D_PERFCNT_QPU_ACTIVE_CYCLES_FRAG,
298	V3D_PERFCNT_QPU_CYCLES_VALID_INSTR,
299	V3D_PERFCNT_QPU_CYCLES_TMU_STALL,
300	V3D_PERFCNT_QPU_CYCLES_SCOREBOARD_STALL,
301	V3D_PERFCNT_QPU_CYCLES_VARYINGS_STALL,
302	V3D_PERFCNT_QPU_IC_HIT,
303	V3D_PERFCNT_QPU_IC_MISS,
304	V3D_PERFCNT_QPU_UC_HIT,
305	V3D_PERFCNT_QPU_UC_MISS,
306	V3D_PERFCNT_TMU_TCACHE_ACCESS,
307	V3D_PERFCNT_TMU_TCACHE_MISS,
308	V3D_PERFCNT_VPM_VDW_STALL,
309	V3D_PERFCNT_VPM_VCD_STALL,
310	V3D_PERFCNT_BIN_ACTIVE,
311	V3D_PERFCNT_RDR_ACTIVE,
312	V3D_PERFCNT_L2T_HITS,
313	V3D_PERFCNT_L2T_MISSES,
314	V3D_PERFCNT_CYCLE_COUNT,
315	V3D_PERFCNT_QPU_CYCLES_STALLED_VERTEX_COORD_USER,
316	V3D_PERFCNT_QPU_CYCLES_STALLED_FRAGMENT,
317	V3D_PERFCNT_PTB_PRIMS_BINNED,
318	V3D_PERFCNT_AXI_WRITES_WATCH_0,
319	V3D_PERFCNT_AXI_READS_WATCH_0,
320	V3D_PERFCNT_AXI_WRITE_STALLS_WATCH_0,
321	V3D_PERFCNT_AXI_READ_STALLS_WATCH_0,
322	V3D_PERFCNT_AXI_WRITE_BYTES_WATCH_0,
323	V3D_PERFCNT_AXI_READ_BYTES_WATCH_0,
324	V3D_PERFCNT_AXI_WRITES_WATCH_1,
325	V3D_PERFCNT_AXI_READS_WATCH_1,
326	V3D_PERFCNT_AXI_WRITE_STALLS_WATCH_1,
327	V3D_PERFCNT_AXI_READ_STALLS_WATCH_1,
328	V3D_PERFCNT_AXI_WRITE_BYTES_WATCH_1,
329	V3D_PERFCNT_AXI_READ_BYTES_WATCH_1,
330	V3D_PERFCNT_TLB_PARTIAL_QUADS,
331	V3D_PERFCNT_TMU_CONFIG_ACCESSES,
332	V3D_PERFCNT_L2T_NO_ID_STALL,
333	V3D_PERFCNT_L2T_COM_QUE_STALL,
334	V3D_PERFCNT_L2T_TMU_WRITES,
335	V3D_PERFCNT_TMU_ACTIVE_CYCLES,
336	V3D_PERFCNT_TMU_STALLED_CYCLES,
337	V3D_PERFCNT_CLE_ACTIVE,
338	V3D_PERFCNT_L2T_TMU_READS,
339	V3D_PERFCNT_L2T_CLE_READS,
340	V3D_PERFCNT_L2T_VCD_READS,
341	V3D_PERFCNT_L2T_TMUCFG_READS,
342	V3D_PERFCNT_L2T_SLC0_READS,
343	V3D_PERFCNT_L2T_SLC1_READS,
344	V3D_PERFCNT_L2T_SLC2_READS,
345	V3D_PERFCNT_L2T_TMU_W_MISSES,
346	V3D_PERFCNT_L2T_TMU_R_MISSES,
347	V3D_PERFCNT_L2T_CLE_MISSES,
348	V3D_PERFCNT_L2T_VCD_MISSES,
349	V3D_PERFCNT_L2T_TMUCFG_MISSES,
350	V3D_PERFCNT_L2T_SLC0_MISSES,
351	V3D_PERFCNT_L2T_SLC1_MISSES,
352	V3D_PERFCNT_L2T_SLC2_MISSES,
353	V3D_PERFCNT_CORE_MEM_WRITES,
354	V3D_PERFCNT_L2T_MEM_WRITES,
355	V3D_PERFCNT_PTB_MEM_WRITES,
356	V3D_PERFCNT_TLB_MEM_WRITES,
357	V3D_PERFCNT_CORE_MEM_READS,
358	V3D_PERFCNT_L2T_MEM_READS,
359	V3D_PERFCNT_PTB_MEM_READS,
360	V3D_PERFCNT_PSE_MEM_READS,
361	V3D_PERFCNT_TLB_MEM_READS,
362	V3D_PERFCNT_GMP_MEM_READS,
363	V3D_PERFCNT_PTB_W_MEM_WORDS,
364	V3D_PERFCNT_TLB_W_MEM_WORDS,
365	V3D_PERFCNT_PSE_R_MEM_WORDS,
366	V3D_PERFCNT_TLB_R_MEM_WORDS,
367	V3D_PERFCNT_TMU_MRU_HITS,
368	V3D_PERFCNT_COMPUTE_ACTIVE,
369	V3D_PERFCNT_NUM,
370};
371
372#define DRM_V3D_MAX_PERF_COUNTERS                 32
373
374struct drm_v3d_perfmon_create {
375	__u32 id;
376	__u32 ncounters;
377	__u8 counters[DRM_V3D_MAX_PERF_COUNTERS];
378};
379
380struct drm_v3d_perfmon_destroy {
381	__u32 id;
382};
383
384/*
385 * Returns the values of the performance counters tracked by this
386 * perfmon (as an array of ncounters u64 values).
387 *
388 * No implicit synchronization is performed, so the user has to
389 * guarantee that any jobs using this perfmon have already been
390 * completed  (probably by blocking on the seqno returned by the
391 * last exec that used the perfmon).
392 */
393struct drm_v3d_perfmon_get_values {
394	__u32 id;
395	__u32 pad;
396	__u64 values_ptr;
397};
398
399#if defined(__cplusplus)
400}
401#endif
402
403#endif /* _V3D_DRM_H_ */
404