b.liu | e958203 | 2025-04-17 19:18:16 +0800 | [diff] [blame^] | 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 | #define DRM_V3D_SUBMIT_CSD 0x07 |
| 41 | |
| 42 | #define DRM_IOCTL_V3D_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CL, struct drm_v3d_submit_cl) |
| 43 | #define DRM_IOCTL_V3D_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_WAIT_BO, struct drm_v3d_wait_bo) |
| 44 | #define DRM_IOCTL_V3D_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_CREATE_BO, struct drm_v3d_create_bo) |
| 45 | #define DRM_IOCTL_V3D_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_MMAP_BO, struct drm_v3d_mmap_bo) |
| 46 | #define DRM_IOCTL_V3D_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_PARAM, struct drm_v3d_get_param) |
| 47 | #define DRM_IOCTL_V3D_GET_BO_OFFSET DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_BO_OFFSET, struct drm_v3d_get_bo_offset) |
| 48 | #define DRM_IOCTL_V3D_SUBMIT_TFU DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_TFU, struct drm_v3d_submit_tfu) |
| 49 | #define DRM_IOCTL_V3D_SUBMIT_CSD DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CSD, struct drm_v3d_submit_csd) |
| 50 | |
| 51 | /** |
| 52 | * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D |
| 53 | * engine. |
| 54 | * |
| 55 | * This asks the kernel to have the GPU execute an optional binner |
| 56 | * command list, and a render command list. |
| 57 | * |
| 58 | * The L1T, slice, L2C, L2T, and GCA caches will be flushed before |
| 59 | * each CL executes. The VCD cache should be flushed (if necessary) |
| 60 | * by the submitted CLs. The TLB writes are guaranteed to have been |
| 61 | * flushed by the time the render done IRQ happens, which is the |
| 62 | * trigger for out_sync. Any dirtying of cachelines by the job (only |
| 63 | * possible using TMU writes) must be flushed by the caller using the |
| 64 | * CL's cache flush commands. |
| 65 | */ |
| 66 | struct drm_v3d_submit_cl { |
| 67 | /* Pointer to the binner command list. |
| 68 | * |
| 69 | * This is the first set of commands executed, which runs the |
| 70 | * coordinate shader to determine where primitives land on the screen, |
| 71 | * then writes out the state updates and draw calls necessary per tile |
| 72 | * to the tile allocation BO. |
| 73 | * |
| 74 | * This BCL will block on any previous BCL submitted on the |
| 75 | * same FD, but not on any RCL or BCLs submitted by other |
| 76 | * clients -- that is left up to the submitter to control |
| 77 | * using in_sync_bcl if necessary. |
| 78 | */ |
| 79 | __u32 bcl_start; |
| 80 | |
| 81 | /** End address of the BCL (first byte after the BCL) */ |
| 82 | __u32 bcl_end; |
| 83 | |
| 84 | /* Offset of the render command list. |
| 85 | * |
| 86 | * This is the second set of commands executed, which will either |
| 87 | * execute the tiles that have been set up by the BCL, or a fixed set |
| 88 | * of tiles (in the case of RCL-only blits). |
| 89 | * |
| 90 | * This RCL will block on this submit's BCL, and any previous |
| 91 | * RCL submitted on the same FD, but not on any RCL or BCLs |
| 92 | * submitted by other clients -- that is left up to the |
| 93 | * submitter to control using in_sync_rcl if necessary. |
| 94 | */ |
| 95 | __u32 rcl_start; |
| 96 | |
| 97 | /** End address of the RCL (first byte after the RCL) */ |
| 98 | __u32 rcl_end; |
| 99 | |
| 100 | /** An optional sync object to wait on before starting the BCL. */ |
| 101 | __u32 in_sync_bcl; |
| 102 | /** An optional sync object to wait on before starting the RCL. */ |
| 103 | __u32 in_sync_rcl; |
| 104 | /** An optional sync object to place the completion fence in. */ |
| 105 | __u32 out_sync; |
| 106 | |
| 107 | /* Offset of the tile alloc memory |
| 108 | * |
| 109 | * This is optional on V3D 3.3 (where the CL can set the value) but |
| 110 | * required on V3D 4.1. |
| 111 | */ |
| 112 | __u32 qma; |
| 113 | |
| 114 | /** Size of the tile alloc memory. */ |
| 115 | __u32 qms; |
| 116 | |
| 117 | /** Offset of the tile state data array. */ |
| 118 | __u32 qts; |
| 119 | |
| 120 | /* Pointer to a u32 array of the BOs that are referenced by the job. |
| 121 | */ |
| 122 | __u64 bo_handles; |
| 123 | |
| 124 | /* Number of BO handles passed in (size is that times 4). */ |
| 125 | __u32 bo_handle_count; |
| 126 | |
| 127 | /* Pad, must be zero-filled. */ |
| 128 | __u32 pad; |
| 129 | }; |
| 130 | |
| 131 | /** |
| 132 | * struct drm_v3d_wait_bo - ioctl argument for waiting for |
| 133 | * completion of the last DRM_V3D_SUBMIT_CL on a BO. |
| 134 | * |
| 135 | * This is useful for cases where multiple processes might be |
| 136 | * rendering to a BO and you want to wait for all rendering to be |
| 137 | * completed. |
| 138 | */ |
| 139 | struct drm_v3d_wait_bo { |
| 140 | __u32 handle; |
| 141 | __u32 pad; |
| 142 | __u64 timeout_ns; |
| 143 | }; |
| 144 | |
| 145 | /** |
| 146 | * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs. |
| 147 | * |
| 148 | * There are currently no values for the flags argument, but it may be |
| 149 | * used in a future extension. |
| 150 | */ |
| 151 | struct drm_v3d_create_bo { |
| 152 | __u32 size; |
| 153 | __u32 flags; |
| 154 | /** Returned GEM handle for the BO. */ |
| 155 | __u32 handle; |
| 156 | /** |
| 157 | * Returned offset for the BO in the V3D address space. This offset |
| 158 | * is private to the DRM fd and is valid for the lifetime of the GEM |
| 159 | * handle. |
| 160 | * |
| 161 | * This offset value will always be nonzero, since various HW |
| 162 | * units treat 0 specially. |
| 163 | */ |
| 164 | __u32 offset; |
| 165 | }; |
| 166 | |
| 167 | /** |
| 168 | * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs. |
| 169 | * |
| 170 | * This doesn't actually perform an mmap. Instead, it returns the |
| 171 | * offset you need to use in an mmap on the DRM device node. This |
| 172 | * means that tools like valgrind end up knowing about the mapped |
| 173 | * memory. |
| 174 | * |
| 175 | * There are currently no values for the flags argument, but it may be |
| 176 | * used in a future extension. |
| 177 | */ |
| 178 | struct drm_v3d_mmap_bo { |
| 179 | /** Handle for the object being mapped. */ |
| 180 | __u32 handle; |
| 181 | __u32 flags; |
| 182 | /** offset into the drm node to use for subsequent mmap call. */ |
| 183 | __u64 offset; |
| 184 | }; |
| 185 | |
| 186 | enum drm_v3d_param { |
| 187 | DRM_V3D_PARAM_V3D_UIFCFG, |
| 188 | DRM_V3D_PARAM_V3D_HUB_IDENT1, |
| 189 | DRM_V3D_PARAM_V3D_HUB_IDENT2, |
| 190 | DRM_V3D_PARAM_V3D_HUB_IDENT3, |
| 191 | DRM_V3D_PARAM_V3D_CORE0_IDENT0, |
| 192 | DRM_V3D_PARAM_V3D_CORE0_IDENT1, |
| 193 | DRM_V3D_PARAM_V3D_CORE0_IDENT2, |
| 194 | DRM_V3D_PARAM_SUPPORTS_TFU, |
| 195 | DRM_V3D_PARAM_SUPPORTS_CSD, |
| 196 | }; |
| 197 | |
| 198 | struct drm_v3d_get_param { |
| 199 | __u32 param; |
| 200 | __u32 pad; |
| 201 | __u64 value; |
| 202 | }; |
| 203 | |
| 204 | /** |
| 205 | * Returns the offset for the BO in the V3D address space for this DRM fd. |
| 206 | * This is the same value returned by drm_v3d_create_bo, if that was called |
| 207 | * from this DRM fd. |
| 208 | */ |
| 209 | struct drm_v3d_get_bo_offset { |
| 210 | __u32 handle; |
| 211 | __u32 offset; |
| 212 | }; |
| 213 | |
| 214 | struct drm_v3d_submit_tfu { |
| 215 | __u32 icfg; |
| 216 | __u32 iia; |
| 217 | __u32 iis; |
| 218 | __u32 ica; |
| 219 | __u32 iua; |
| 220 | __u32 ioa; |
| 221 | __u32 ios; |
| 222 | __u32 coef[4]; |
| 223 | /* First handle is the output BO, following are other inputs. |
| 224 | * 0 for unused. |
| 225 | */ |
| 226 | __u32 bo_handles[4]; |
| 227 | /* sync object to block on before running the TFU job. Each TFU |
| 228 | * job will execute in the order submitted to its FD. Synchronization |
| 229 | * against rendering jobs requires using sync objects. |
| 230 | */ |
| 231 | __u32 in_sync; |
| 232 | /* Sync object to signal when the TFU job is done. */ |
| 233 | __u32 out_sync; |
| 234 | }; |
| 235 | |
| 236 | /* Submits a compute shader for dispatch. This job will block on any |
| 237 | * previous compute shaders submitted on this fd, and any other |
| 238 | * synchronization must be performed with in_sync/out_sync. |
| 239 | */ |
| 240 | struct drm_v3d_submit_csd { |
| 241 | __u32 cfg[7]; |
| 242 | __u32 coef[4]; |
| 243 | |
| 244 | /* Pointer to a u32 array of the BOs that are referenced by the job. |
| 245 | */ |
| 246 | __u64 bo_handles; |
| 247 | |
| 248 | /* Number of BO handles passed in (size is that times 4). */ |
| 249 | __u32 bo_handle_count; |
| 250 | |
| 251 | /* sync object to block on before running the CSD job. Each |
| 252 | * CSD job will execute in the order submitted to its FD. |
| 253 | * Synchronization against rendering/TFU jobs or CSD from |
| 254 | * other fds requires using sync objects. |
| 255 | */ |
| 256 | __u32 in_sync; |
| 257 | /* Sync object to signal when the CSD job is done. */ |
| 258 | __u32 out_sync; |
| 259 | }; |
| 260 | |
| 261 | #if defined(__cplusplus) |
| 262 | } |
| 263 | #endif |
| 264 | |
| 265 | #endif /* _V3D_DRM_H_ */ |