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29 #if defined(__cplusplus)
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
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)
51 #define DRM_V3D_SUBMIT_CL_FLUSH_CACHE 0x01
54 * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D
57 * This asks the kernel to have the GPU execute an optional binner
58 * command list, and a render command list.
60 * The L1T, slice, L2C, L2T, and GCA caches will be flushed before
61 * each CL executes. The VCD cache should be flushed (if necessary)
62 * by the submitted CLs. The TLB writes are guaranteed to have been
63 * flushed by the time the render done IRQ happens, which is the
64 * trigger for out_sync. Any dirtying of cachelines by the job (only
65 * possible using TMU writes) must be flushed by the caller using the
66 * DRM_V3D_SUBMIT_CL_FLUSH_CACHE_FLAG flag.
68 struct drm_v3d_submit_cl
{
69 /* Pointer to the binner command list.
71 * This is the first set of commands executed, which runs the
72 * coordinate shader to determine where primitives land on the screen,
73 * then writes out the state updates and draw calls necessary per tile
74 * to the tile allocation BO.
76 * This BCL will block on any previous BCL submitted on the
77 * same FD, but not on any RCL or BCLs submitted by other
78 * clients -- that is left up to the submitter to control
79 * using in_sync_bcl if necessary.
83 /** End address of the BCL (first byte after the BCL) */
86 /* Offset of the render command list.
88 * This is the second set of commands executed, which will either
89 * execute the tiles that have been set up by the BCL, or a fixed set
90 * of tiles (in the case of RCL-only blits).
92 * This RCL will block on this submit's BCL, and any previous
93 * RCL submitted on the same FD, but not on any RCL or BCLs
94 * submitted by other clients -- that is left up to the
95 * submitter to control using in_sync_rcl if necessary.
99 /** End address of the RCL (first byte after the RCL) */
102 /** An optional sync object to wait on before starting the BCL. */
104 /** An optional sync object to wait on before starting the RCL. */
106 /** An optional sync object to place the completion fence in. */
109 /* Offset of the tile alloc memory
111 * This is optional on V3D 3.3 (where the CL can set the value) but
112 * required on V3D 4.1.
116 /** Size of the tile alloc memory. */
119 /** Offset of the tile state data array. */
122 /* Pointer to a u32 array of the BOs that are referenced by the job.
126 /* Number of BO handles passed in (size is that times 4). */
127 __u32 bo_handle_count
;
133 * struct drm_v3d_wait_bo - ioctl argument for waiting for
134 * completion of the last DRM_V3D_SUBMIT_CL on a BO.
136 * This is useful for cases where multiple processes might be
137 * rendering to a BO and you want to wait for all rendering to be
140 struct drm_v3d_wait_bo
{
147 * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs.
149 * There are currently no values for the flags argument, but it may be
150 * used in a future extension.
152 struct drm_v3d_create_bo
{
155 /** Returned GEM handle for the BO. */
158 * Returned offset for the BO in the V3D address space. This offset
159 * is private to the DRM fd and is valid for the lifetime of the GEM
162 * This offset value will always be nonzero, since various HW
163 * units treat 0 specially.
169 * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs.
171 * This doesn't actually perform an mmap. Instead, it returns the
172 * offset you need to use in an mmap on the DRM device node. This
173 * means that tools like valgrind end up knowing about the mapped
176 * There are currently no values for the flags argument, but it may be
177 * used in a future extension.
179 struct drm_v3d_mmap_bo
{
180 /** Handle for the object being mapped. */
183 /** offset into the drm node to use for subsequent mmap call. */
188 DRM_V3D_PARAM_V3D_UIFCFG
,
189 DRM_V3D_PARAM_V3D_HUB_IDENT1
,
190 DRM_V3D_PARAM_V3D_HUB_IDENT2
,
191 DRM_V3D_PARAM_V3D_HUB_IDENT3
,
192 DRM_V3D_PARAM_V3D_CORE0_IDENT0
,
193 DRM_V3D_PARAM_V3D_CORE0_IDENT1
,
194 DRM_V3D_PARAM_V3D_CORE0_IDENT2
,
195 DRM_V3D_PARAM_SUPPORTS_TFU
,
196 DRM_V3D_PARAM_SUPPORTS_CSD
,
197 DRM_V3D_PARAM_SUPPORTS_CACHE_FLUSH
,
200 struct drm_v3d_get_param
{
207 * Returns the offset for the BO in the V3D address space for this DRM fd.
208 * This is the same value returned by drm_v3d_create_bo, if that was called
211 struct drm_v3d_get_bo_offset
{
216 struct drm_v3d_submit_tfu
{
225 /* First handle is the output BO, following are other inputs.
229 /* sync object to block on before running the TFU job. Each TFU
230 * job will execute in the order submitted to its FD. Synchronization
231 * against rendering jobs requires using sync objects.
234 /* Sync object to signal when the TFU job is done. */
238 /* Submits a compute shader for dispatch. This job will block on any
239 * previous compute shaders submitted on this fd, and any other
240 * synchronization must be performed with in_sync/out_sync.
242 struct drm_v3d_submit_csd
{
246 /* Pointer to a u32 array of the BOs that are referenced by the job.
250 /* Number of BO handles passed in (size is that times 4). */
251 __u32 bo_handle_count
;
253 /* sync object to block on before running the CSD job. Each
254 * CSD job will execute in the order submitted to its FD.
255 * Synchronization against rendering/TFU jobs or CSD from
256 * other fds requires using sync objects.
259 /* Sync object to signal when the CSD job is done. */
263 #if defined(__cplusplus)
267 #endif /* _V3D_DRM_H_ */