v3d_drm.h revision 53c12917
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
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 * The L1T, slice, L2C, L2T, and GCA caches will be flushed before
57 * each CL executes.  The VCD cache should be flushed (if necessary)
58 * by the submitted CLs.  The TLB writes are guaranteed to have been
59 * flushed by the time the render done IRQ happens, which is the
60 * trigger for out_sync.  Any dirtying of cachelines by the job (only
61 * possible using TMU writes) must be flushed by the caller using the
62 * CL's cache flush commands.
63 */
64struct drm_v3d_submit_cl {
65	/* Pointer to the binner command list.
66	 *
67	 * This is the first set of commands executed, which runs the
68	 * coordinate shader to determine where primitives land on the screen,
69	 * then writes out the state updates and draw calls necessary per tile
70	 * to the tile allocation BO.
71	 *
72	 * This BCL will block on any previous BCL submitted on the
73	 * same FD, but not on any RCL or BCLs submitted by other
74	 * clients -- that is left up to the submitter to control
75	 * using in_sync_bcl if necessary.
76	 */
77	__u32 bcl_start;
78
79	/** End address of the BCL (first byte after the BCL) */
80	__u32 bcl_end;
81
82	/* Offset of the render command list.
83	 *
84	 * This is the second set of commands executed, which will either
85	 * execute the tiles that have been set up by the BCL, or a fixed set
86	 * of tiles (in the case of RCL-only blits).
87	 *
88	 * This RCL will block on this submit's BCL, and any previous
89	 * RCL submitted on the same FD, but not on any RCL or BCLs
90	 * submitted by other clients -- that is left up to the
91	 * submitter to control using in_sync_rcl if necessary.
92	 */
93	__u32 rcl_start;
94
95	/** End address of the RCL (first byte after the RCL) */
96	__u32 rcl_end;
97
98	/** An optional sync object to wait on before starting the BCL. */
99	__u32 in_sync_bcl;
100	/** An optional sync object to wait on before starting the RCL. */
101	__u32 in_sync_rcl;
102	/** An optional sync object to place the completion fence in. */
103	__u32 out_sync;
104
105	/* Offset of the tile alloc memory
106	 *
107	 * This is optional on V3D 3.3 (where the CL can set the value) but
108	 * required on V3D 4.1.
109	 */
110	__u32 qma;
111
112	/** Size of the tile alloc memory. */
113	__u32 qms;
114
115	/** Offset of the tile state data array. */
116	__u32 qts;
117
118	/* Pointer to a u32 array of the BOs that are referenced by the job.
119	 */
120	__u64 bo_handles;
121
122	/* Number of BO handles passed in (size is that times 4). */
123	__u32 bo_handle_count;
124
125	/* Pad, must be zero-filled. */
126	__u32 pad;
127};
128
129/**
130 * struct drm_v3d_wait_bo - ioctl argument for waiting for
131 * completion of the last DRM_V3D_SUBMIT_CL on a BO.
132 *
133 * This is useful for cases where multiple processes might be
134 * rendering to a BO and you want to wait for all rendering to be
135 * completed.
136 */
137struct drm_v3d_wait_bo {
138	__u32 handle;
139	__u32 pad;
140	__u64 timeout_ns;
141};
142
143/**
144 * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs.
145 *
146 * There are currently no values for the flags argument, but it may be
147 * used in a future extension.
148 */
149struct drm_v3d_create_bo {
150	__u32 size;
151	__u32 flags;
152	/** Returned GEM handle for the BO. */
153	__u32 handle;
154	/**
155	 * Returned offset for the BO in the V3D address space.  This offset
156	 * is private to the DRM fd and is valid for the lifetime of the GEM
157	 * handle.
158	 *
159	 * This offset value will always be nonzero, since various HW
160	 * units treat 0 specially.
161	 */
162	__u32 offset;
163};
164
165/**
166 * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs.
167 *
168 * This doesn't actually perform an mmap.  Instead, it returns the
169 * offset you need to use in an mmap on the DRM device node.  This
170 * means that tools like valgrind end up knowing about the mapped
171 * memory.
172 *
173 * There are currently no values for the flags argument, but it may be
174 * used in a future extension.
175 */
176struct drm_v3d_mmap_bo {
177	/** Handle for the object being mapped. */
178	__u32 handle;
179	__u32 flags;
180	/** offset into the drm node to use for subsequent mmap call. */
181	__u64 offset;
182};
183
184enum drm_v3d_param {
185	DRM_V3D_PARAM_V3D_UIFCFG,
186	DRM_V3D_PARAM_V3D_HUB_IDENT1,
187	DRM_V3D_PARAM_V3D_HUB_IDENT2,
188	DRM_V3D_PARAM_V3D_HUB_IDENT3,
189	DRM_V3D_PARAM_V3D_CORE0_IDENT0,
190	DRM_V3D_PARAM_V3D_CORE0_IDENT1,
191	DRM_V3D_PARAM_V3D_CORE0_IDENT2,
192	DRM_V3D_PARAM_SUPPORTS_TFU,
193};
194
195struct drm_v3d_get_param {
196	__u32 param;
197	__u32 pad;
198	__u64 value;
199};
200
201/**
202 * Returns the offset for the BO in the V3D address space for this DRM fd.
203 * This is the same value returned by drm_v3d_create_bo, if that was called
204 * from this DRM fd.
205 */
206struct drm_v3d_get_bo_offset {
207	__u32 handle;
208	__u32 offset;
209};
210
211struct drm_v3d_submit_tfu {
212	__u32 icfg;
213	__u32 iia;
214	__u32 iis;
215	__u32 ica;
216	__u32 iua;
217	__u32 ioa;
218	__u32 ios;
219	__u32 coef[4];
220	/* First handle is the output BO, following are other inputs.
221	 * 0 for unused.
222	 */
223	__u32 bo_handles[4];
224	/* sync object to block on before running the TFU job.  Each TFU
225	 * job will execute in the order submitted to its FD.  Synchronization
226	 * against rendering jobs requires using sync objects.
227	 */
228	__u32 in_sync;
229	/* Sync object to signal when the TFU job is done. */
230	__u32 out_sync;
231};
232
233#if defined(__cplusplus)
234}
235#endif
236
237#endif /* _V3D_DRM_H_ */
238