xref: /aosp_15_r20/external/igt-gpu-tools/include/drm-uapi/v3d_drm.h (revision d83cc019efdc2edc6c4b16e9034a3ceb8d35d77c)
1*d83cc019SAndroid Build Coastguard Worker /*
2*d83cc019SAndroid Build Coastguard Worker  * Copyright © 2014-2018 Broadcom
3*d83cc019SAndroid Build Coastguard Worker  *
4*d83cc019SAndroid Build Coastguard Worker  * Permission is hereby granted, free of charge, to any person obtaining a
5*d83cc019SAndroid Build Coastguard Worker  * copy of this software and associated documentation files (the "Software"),
6*d83cc019SAndroid Build Coastguard Worker  * to deal in the Software without restriction, including without limitation
7*d83cc019SAndroid Build Coastguard Worker  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8*d83cc019SAndroid Build Coastguard Worker  * and/or sell copies of the Software, and to permit persons to whom the
9*d83cc019SAndroid Build Coastguard Worker  * Software is furnished to do so, subject to the following conditions:
10*d83cc019SAndroid Build Coastguard Worker  *
11*d83cc019SAndroid Build Coastguard Worker  * The above copyright notice and this permission notice (including the next
12*d83cc019SAndroid Build Coastguard Worker  * paragraph) shall be included in all copies or substantial portions of the
13*d83cc019SAndroid Build Coastguard Worker  * Software.
14*d83cc019SAndroid Build Coastguard Worker  *
15*d83cc019SAndroid Build Coastguard Worker  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16*d83cc019SAndroid Build Coastguard Worker  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17*d83cc019SAndroid Build Coastguard Worker  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18*d83cc019SAndroid Build Coastguard Worker  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19*d83cc019SAndroid Build Coastguard Worker  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20*d83cc019SAndroid Build Coastguard Worker  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21*d83cc019SAndroid Build Coastguard Worker  * IN THE SOFTWARE.
22*d83cc019SAndroid Build Coastguard Worker  */
23*d83cc019SAndroid Build Coastguard Worker 
24*d83cc019SAndroid Build Coastguard Worker #ifndef _V3D_DRM_H_
25*d83cc019SAndroid Build Coastguard Worker #define _V3D_DRM_H_
26*d83cc019SAndroid Build Coastguard Worker 
27*d83cc019SAndroid Build Coastguard Worker #include "drm.h"
28*d83cc019SAndroid Build Coastguard Worker 
29*d83cc019SAndroid Build Coastguard Worker #if defined(__cplusplus)
30*d83cc019SAndroid Build Coastguard Worker extern "C" {
31*d83cc019SAndroid Build Coastguard Worker #endif
32*d83cc019SAndroid Build Coastguard Worker 
33*d83cc019SAndroid Build Coastguard Worker #define DRM_V3D_SUBMIT_CL                         0x00
34*d83cc019SAndroid Build Coastguard Worker #define DRM_V3D_WAIT_BO                           0x01
35*d83cc019SAndroid Build Coastguard Worker #define DRM_V3D_CREATE_BO                         0x02
36*d83cc019SAndroid Build Coastguard Worker #define DRM_V3D_MMAP_BO                           0x03
37*d83cc019SAndroid Build Coastguard Worker #define DRM_V3D_GET_PARAM                         0x04
38*d83cc019SAndroid Build Coastguard Worker #define DRM_V3D_GET_BO_OFFSET                     0x05
39*d83cc019SAndroid Build Coastguard Worker #define DRM_V3D_SUBMIT_TFU                        0x06
40*d83cc019SAndroid Build Coastguard Worker 
41*d83cc019SAndroid Build Coastguard Worker #define DRM_IOCTL_V3D_SUBMIT_CL           DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CL, struct drm_v3d_submit_cl)
42*d83cc019SAndroid Build Coastguard Worker #define DRM_IOCTL_V3D_WAIT_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_WAIT_BO, struct drm_v3d_wait_bo)
43*d83cc019SAndroid Build Coastguard Worker #define DRM_IOCTL_V3D_CREATE_BO           DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_CREATE_BO, struct drm_v3d_create_bo)
44*d83cc019SAndroid Build Coastguard Worker #define DRM_IOCTL_V3D_MMAP_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_MMAP_BO, struct drm_v3d_mmap_bo)
45*d83cc019SAndroid Build Coastguard Worker #define DRM_IOCTL_V3D_GET_PARAM           DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_PARAM, struct drm_v3d_get_param)
46*d83cc019SAndroid Build Coastguard Worker #define DRM_IOCTL_V3D_GET_BO_OFFSET       DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_BO_OFFSET, struct drm_v3d_get_bo_offset)
47*d83cc019SAndroid Build Coastguard Worker #define DRM_IOCTL_V3D_SUBMIT_TFU          DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_TFU, struct drm_v3d_submit_tfu)
48*d83cc019SAndroid Build Coastguard Worker 
49*d83cc019SAndroid Build Coastguard Worker /**
50*d83cc019SAndroid Build Coastguard Worker  * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D
51*d83cc019SAndroid Build Coastguard Worker  * engine.
52*d83cc019SAndroid Build Coastguard Worker  *
53*d83cc019SAndroid Build Coastguard Worker  * This asks the kernel to have the GPU execute an optional binner
54*d83cc019SAndroid Build Coastguard Worker  * command list, and a render command list.
55*d83cc019SAndroid Build Coastguard Worker  *
56*d83cc019SAndroid Build Coastguard Worker  * The L1T, slice, L2C, L2T, and GCA caches will be flushed before
57*d83cc019SAndroid Build Coastguard Worker  * each CL executes.  The VCD cache should be flushed (if necessary)
58*d83cc019SAndroid Build Coastguard Worker  * by the submitted CLs.  The TLB writes are guaranteed to have been
59*d83cc019SAndroid Build Coastguard Worker  * flushed by the time the render done IRQ happens, which is the
60*d83cc019SAndroid Build Coastguard Worker  * trigger for out_sync.  Any dirtying of cachelines by the job (only
61*d83cc019SAndroid Build Coastguard Worker  * possible using TMU writes) must be flushed by the caller using the
62*d83cc019SAndroid Build Coastguard Worker  * CL's cache flush commands.
63*d83cc019SAndroid Build Coastguard Worker  */
64*d83cc019SAndroid Build Coastguard Worker struct drm_v3d_submit_cl {
65*d83cc019SAndroid Build Coastguard Worker 	/* Pointer to the binner command list.
66*d83cc019SAndroid Build Coastguard Worker 	 *
67*d83cc019SAndroid Build Coastguard Worker 	 * This is the first set of commands executed, which runs the
68*d83cc019SAndroid Build Coastguard Worker 	 * coordinate shader to determine where primitives land on the screen,
69*d83cc019SAndroid Build Coastguard Worker 	 * then writes out the state updates and draw calls necessary per tile
70*d83cc019SAndroid Build Coastguard Worker 	 * to the tile allocation BO.
71*d83cc019SAndroid Build Coastguard Worker 	 *
72*d83cc019SAndroid Build Coastguard Worker 	 * This BCL will block on any previous BCL submitted on the
73*d83cc019SAndroid Build Coastguard Worker 	 * same FD, but not on any RCL or BCLs submitted by other
74*d83cc019SAndroid Build Coastguard Worker 	 * clients -- that is left up to the submitter to control
75*d83cc019SAndroid Build Coastguard Worker 	 * using in_sync_bcl if necessary.
76*d83cc019SAndroid Build Coastguard Worker 	 */
77*d83cc019SAndroid Build Coastguard Worker 	__u32 bcl_start;
78*d83cc019SAndroid Build Coastguard Worker 
79*d83cc019SAndroid Build Coastguard Worker 	/** End address of the BCL (first byte after the BCL) */
80*d83cc019SAndroid Build Coastguard Worker 	__u32 bcl_end;
81*d83cc019SAndroid Build Coastguard Worker 
82*d83cc019SAndroid Build Coastguard Worker 	/* Offset of the render command list.
83*d83cc019SAndroid Build Coastguard Worker 	 *
84*d83cc019SAndroid Build Coastguard Worker 	 * This is the second set of commands executed, which will either
85*d83cc019SAndroid Build Coastguard Worker 	 * execute the tiles that have been set up by the BCL, or a fixed set
86*d83cc019SAndroid Build Coastguard Worker 	 * of tiles (in the case of RCL-only blits).
87*d83cc019SAndroid Build Coastguard Worker 	 *
88*d83cc019SAndroid Build Coastguard Worker 	 * This RCL will block on this submit's BCL, and any previous
89*d83cc019SAndroid Build Coastguard Worker 	 * RCL submitted on the same FD, but not on any RCL or BCLs
90*d83cc019SAndroid Build Coastguard Worker 	 * submitted by other clients -- that is left up to the
91*d83cc019SAndroid Build Coastguard Worker 	 * submitter to control using in_sync_rcl if necessary.
92*d83cc019SAndroid Build Coastguard Worker 	 */
93*d83cc019SAndroid Build Coastguard Worker 	__u32 rcl_start;
94*d83cc019SAndroid Build Coastguard Worker 
95*d83cc019SAndroid Build Coastguard Worker 	/** End address of the RCL (first byte after the RCL) */
96*d83cc019SAndroid Build Coastguard Worker 	__u32 rcl_end;
97*d83cc019SAndroid Build Coastguard Worker 
98*d83cc019SAndroid Build Coastguard Worker 	/** An optional sync object to wait on before starting the BCL. */
99*d83cc019SAndroid Build Coastguard Worker 	__u32 in_sync_bcl;
100*d83cc019SAndroid Build Coastguard Worker 	/** An optional sync object to wait on before starting the RCL. */
101*d83cc019SAndroid Build Coastguard Worker 	__u32 in_sync_rcl;
102*d83cc019SAndroid Build Coastguard Worker 	/** An optional sync object to place the completion fence in. */
103*d83cc019SAndroid Build Coastguard Worker 	__u32 out_sync;
104*d83cc019SAndroid Build Coastguard Worker 
105*d83cc019SAndroid Build Coastguard Worker 	/* Offset of the tile alloc memory
106*d83cc019SAndroid Build Coastguard Worker 	 *
107*d83cc019SAndroid Build Coastguard Worker 	 * This is optional on V3D 3.3 (where the CL can set the value) but
108*d83cc019SAndroid Build Coastguard Worker 	 * required on V3D 4.1.
109*d83cc019SAndroid Build Coastguard Worker 	 */
110*d83cc019SAndroid Build Coastguard Worker 	__u32 qma;
111*d83cc019SAndroid Build Coastguard Worker 
112*d83cc019SAndroid Build Coastguard Worker 	/** Size of the tile alloc memory. */
113*d83cc019SAndroid Build Coastguard Worker 	__u32 qms;
114*d83cc019SAndroid Build Coastguard Worker 
115*d83cc019SAndroid Build Coastguard Worker 	/** Offset of the tile state data array. */
116*d83cc019SAndroid Build Coastguard Worker 	__u32 qts;
117*d83cc019SAndroid Build Coastguard Worker 
118*d83cc019SAndroid Build Coastguard Worker 	/* Pointer to a u32 array of the BOs that are referenced by the job.
119*d83cc019SAndroid Build Coastguard Worker 	 */
120*d83cc019SAndroid Build Coastguard Worker 	__u64 bo_handles;
121*d83cc019SAndroid Build Coastguard Worker 
122*d83cc019SAndroid Build Coastguard Worker 	/* Number of BO handles passed in (size is that times 4). */
123*d83cc019SAndroid Build Coastguard Worker 	__u32 bo_handle_count;
124*d83cc019SAndroid Build Coastguard Worker 
125*d83cc019SAndroid Build Coastguard Worker 	/* Pad, must be zero-filled. */
126*d83cc019SAndroid Build Coastguard Worker 	__u32 pad;
127*d83cc019SAndroid Build Coastguard Worker };
128*d83cc019SAndroid Build Coastguard Worker 
129*d83cc019SAndroid Build Coastguard Worker /**
130*d83cc019SAndroid Build Coastguard Worker  * struct drm_v3d_wait_bo - ioctl argument for waiting for
131*d83cc019SAndroid Build Coastguard Worker  * completion of the last DRM_V3D_SUBMIT_CL on a BO.
132*d83cc019SAndroid Build Coastguard Worker  *
133*d83cc019SAndroid Build Coastguard Worker  * This is useful for cases where multiple processes might be
134*d83cc019SAndroid Build Coastguard Worker  * rendering to a BO and you want to wait for all rendering to be
135*d83cc019SAndroid Build Coastguard Worker  * completed.
136*d83cc019SAndroid Build Coastguard Worker  */
137*d83cc019SAndroid Build Coastguard Worker struct drm_v3d_wait_bo {
138*d83cc019SAndroid Build Coastguard Worker 	__u32 handle;
139*d83cc019SAndroid Build Coastguard Worker 	__u32 pad;
140*d83cc019SAndroid Build Coastguard Worker 	__u64 timeout_ns;
141*d83cc019SAndroid Build Coastguard Worker };
142*d83cc019SAndroid Build Coastguard Worker 
143*d83cc019SAndroid Build Coastguard Worker /**
144*d83cc019SAndroid Build Coastguard Worker  * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs.
145*d83cc019SAndroid Build Coastguard Worker  *
146*d83cc019SAndroid Build Coastguard Worker  * There are currently no values for the flags argument, but it may be
147*d83cc019SAndroid Build Coastguard Worker  * used in a future extension.
148*d83cc019SAndroid Build Coastguard Worker  */
149*d83cc019SAndroid Build Coastguard Worker struct drm_v3d_create_bo {
150*d83cc019SAndroid Build Coastguard Worker 	__u32 size;
151*d83cc019SAndroid Build Coastguard Worker 	__u32 flags;
152*d83cc019SAndroid Build Coastguard Worker 	/** Returned GEM handle for the BO. */
153*d83cc019SAndroid Build Coastguard Worker 	__u32 handle;
154*d83cc019SAndroid Build Coastguard Worker 	/**
155*d83cc019SAndroid Build Coastguard Worker 	 * Returned offset for the BO in the V3D address space.  This offset
156*d83cc019SAndroid Build Coastguard Worker 	 * is private to the DRM fd and is valid for the lifetime of the GEM
157*d83cc019SAndroid Build Coastguard Worker 	 * handle.
158*d83cc019SAndroid Build Coastguard Worker 	 *
159*d83cc019SAndroid Build Coastguard Worker 	 * This offset value will always be nonzero, since various HW
160*d83cc019SAndroid Build Coastguard Worker 	 * units treat 0 specially.
161*d83cc019SAndroid Build Coastguard Worker 	 */
162*d83cc019SAndroid Build Coastguard Worker 	__u32 offset;
163*d83cc019SAndroid Build Coastguard Worker };
164*d83cc019SAndroid Build Coastguard Worker 
165*d83cc019SAndroid Build Coastguard Worker /**
166*d83cc019SAndroid Build Coastguard Worker  * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs.
167*d83cc019SAndroid Build Coastguard Worker  *
168*d83cc019SAndroid Build Coastguard Worker  * This doesn't actually perform an mmap.  Instead, it returns the
169*d83cc019SAndroid Build Coastguard Worker  * offset you need to use in an mmap on the DRM device node.  This
170*d83cc019SAndroid Build Coastguard Worker  * means that tools like valgrind end up knowing about the mapped
171*d83cc019SAndroid Build Coastguard Worker  * memory.
172*d83cc019SAndroid Build Coastguard Worker  *
173*d83cc019SAndroid Build Coastguard Worker  * There are currently no values for the flags argument, but it may be
174*d83cc019SAndroid Build Coastguard Worker  * used in a future extension.
175*d83cc019SAndroid Build Coastguard Worker  */
176*d83cc019SAndroid Build Coastguard Worker struct drm_v3d_mmap_bo {
177*d83cc019SAndroid Build Coastguard Worker 	/** Handle for the object being mapped. */
178*d83cc019SAndroid Build Coastguard Worker 	__u32 handle;
179*d83cc019SAndroid Build Coastguard Worker 	__u32 flags;
180*d83cc019SAndroid Build Coastguard Worker 	/** offset into the drm node to use for subsequent mmap call. */
181*d83cc019SAndroid Build Coastguard Worker 	__u64 offset;
182*d83cc019SAndroid Build Coastguard Worker };
183*d83cc019SAndroid Build Coastguard Worker 
184*d83cc019SAndroid Build Coastguard Worker enum drm_v3d_param {
185*d83cc019SAndroid Build Coastguard Worker 	DRM_V3D_PARAM_V3D_UIFCFG,
186*d83cc019SAndroid Build Coastguard Worker 	DRM_V3D_PARAM_V3D_HUB_IDENT1,
187*d83cc019SAndroid Build Coastguard Worker 	DRM_V3D_PARAM_V3D_HUB_IDENT2,
188*d83cc019SAndroid Build Coastguard Worker 	DRM_V3D_PARAM_V3D_HUB_IDENT3,
189*d83cc019SAndroid Build Coastguard Worker 	DRM_V3D_PARAM_V3D_CORE0_IDENT0,
190*d83cc019SAndroid Build Coastguard Worker 	DRM_V3D_PARAM_V3D_CORE0_IDENT1,
191*d83cc019SAndroid Build Coastguard Worker 	DRM_V3D_PARAM_V3D_CORE0_IDENT2,
192*d83cc019SAndroid Build Coastguard Worker 	DRM_V3D_PARAM_SUPPORTS_TFU,
193*d83cc019SAndroid Build Coastguard Worker };
194*d83cc019SAndroid Build Coastguard Worker 
195*d83cc019SAndroid Build Coastguard Worker struct drm_v3d_get_param {
196*d83cc019SAndroid Build Coastguard Worker 	__u32 param;
197*d83cc019SAndroid Build Coastguard Worker 	__u32 pad;
198*d83cc019SAndroid Build Coastguard Worker 	__u64 value;
199*d83cc019SAndroid Build Coastguard Worker };
200*d83cc019SAndroid Build Coastguard Worker 
201*d83cc019SAndroid Build Coastguard Worker /**
202*d83cc019SAndroid Build Coastguard Worker  * Returns the offset for the BO in the V3D address space for this DRM fd.
203*d83cc019SAndroid Build Coastguard Worker  * This is the same value returned by drm_v3d_create_bo, if that was called
204*d83cc019SAndroid Build Coastguard Worker  * from this DRM fd.
205*d83cc019SAndroid Build Coastguard Worker  */
206*d83cc019SAndroid Build Coastguard Worker struct drm_v3d_get_bo_offset {
207*d83cc019SAndroid Build Coastguard Worker 	__u32 handle;
208*d83cc019SAndroid Build Coastguard Worker 	__u32 offset;
209*d83cc019SAndroid Build Coastguard Worker };
210*d83cc019SAndroid Build Coastguard Worker 
211*d83cc019SAndroid Build Coastguard Worker struct drm_v3d_submit_tfu {
212*d83cc019SAndroid Build Coastguard Worker 	__u32 icfg;
213*d83cc019SAndroid Build Coastguard Worker 	__u32 iia;
214*d83cc019SAndroid Build Coastguard Worker 	__u32 iis;
215*d83cc019SAndroid Build Coastguard Worker 	__u32 ica;
216*d83cc019SAndroid Build Coastguard Worker 	__u32 iua;
217*d83cc019SAndroid Build Coastguard Worker 	__u32 ioa;
218*d83cc019SAndroid Build Coastguard Worker 	__u32 ios;
219*d83cc019SAndroid Build Coastguard Worker 	__u32 coef[4];
220*d83cc019SAndroid Build Coastguard Worker 	/* First handle is the output BO, following are other inputs.
221*d83cc019SAndroid Build Coastguard Worker 	 * 0 for unused.
222*d83cc019SAndroid Build Coastguard Worker 	 */
223*d83cc019SAndroid Build Coastguard Worker 	__u32 bo_handles[4];
224*d83cc019SAndroid Build Coastguard Worker 	/* sync object to block on before running the TFU job.  Each TFU
225*d83cc019SAndroid Build Coastguard Worker 	 * job will execute in the order submitted to its FD.  Synchronization
226*d83cc019SAndroid Build Coastguard Worker 	 * against rendering jobs requires using sync objects.
227*d83cc019SAndroid Build Coastguard Worker 	 */
228*d83cc019SAndroid Build Coastguard Worker 	__u32 in_sync;
229*d83cc019SAndroid Build Coastguard Worker 	/* Sync object to signal when the TFU job is done. */
230*d83cc019SAndroid Build Coastguard Worker 	__u32 out_sync;
231*d83cc019SAndroid Build Coastguard Worker };
232*d83cc019SAndroid Build Coastguard Worker 
233*d83cc019SAndroid Build Coastguard Worker #if defined(__cplusplus)
234*d83cc019SAndroid Build Coastguard Worker }
235*d83cc019SAndroid Build Coastguard Worker #endif
236*d83cc019SAndroid Build Coastguard Worker 
237*d83cc019SAndroid Build Coastguard Worker #endif /* _V3D_DRM_H_ */
238