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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