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