ea70669d2138389776fbaf653674c02d14a1a3fd
[mesa.git] / include / drm-uapi / v3d_drm.h
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 * 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 */
64 struct 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 */
137 struct 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 */
149 struct 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 */
176 struct 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
184 enum 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
195 struct 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 */
206 struct drm_v3d_get_bo_offset {
207 __u32 handle;
208 __u32 offset;
209 };
210
211 struct 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_ */