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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
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)
50 * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D
53 * This asks the kernel to have the GPU execute an optional binner
54 * command list, and a render command list.
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.
64 struct drm_v3d_submit_cl
{
65 /* Pointer to the binner command list.
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.
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.
79 /** End address of the BCL (first byte after the BCL) */
82 /* Offset of the render command list.
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).
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.
95 /** End address of the RCL (first byte after the RCL) */
98 /** An optional sync object to wait on before starting the BCL. */
100 /** An optional sync object to wait on before starting the RCL. */
102 /** An optional sync object to place the completion fence in. */
105 /* Offset of the tile alloc memory
107 * This is optional on V3D 3.3 (where the CL can set the value) but
108 * required on V3D 4.1.
112 /** Size of the tile alloc memory. */
115 /** Offset of the tile state data array. */
118 /* Pointer to a u32 array of the BOs that are referenced by the job.
122 /* Number of BO handles passed in (size is that times 4). */
123 __u32 bo_handle_count
;
125 /* Pad, must be zero-filled. */
130 * struct drm_v3d_wait_bo - ioctl argument for waiting for
131 * completion of the last DRM_V3D_SUBMIT_CL on a BO.
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
137 struct drm_v3d_wait_bo
{
144 * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs.
146 * There are currently no values for the flags argument, but it may be
147 * used in a future extension.
149 struct drm_v3d_create_bo
{
152 /** Returned GEM handle for the BO. */
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
159 * This offset value will always be nonzero, since various HW
160 * units treat 0 specially.
166 * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs.
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
173 * There are currently no values for the flags argument, but it may be
174 * used in a future extension.
176 struct drm_v3d_mmap_bo
{
177 /** Handle for the object being mapped. */
180 /** offset into the drm node to use for subsequent mmap call. */
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
,
195 struct drm_v3d_get_param
{
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
206 struct drm_v3d_get_bo_offset
{
211 struct drm_v3d_submit_tfu
{
220 /* First handle is the output BO, following are other inputs.
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.
229 /* Sync object to signal when the TFU job is done. */
233 #if defined(__cplusplus)
237 #endif /* _V3D_DRM_H_ */