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 #define DRM_V3D_SUBMIT_CSD                        0x07
41 
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)
50 
51 #define DRM_V3D_SUBMIT_CL_FLUSH_CACHE             0x01
52 
53 /**
54  * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D
55  * engine.
56  *
57  * This asks the kernel to have the GPU execute an optional binner
58  * command list, and a render command list.
59  *
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.
67  */
68 struct drm_v3d_submit_cl {
69 	/* Pointer to the binner command list.
70 	 *
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.
75 	 *
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.
80 	 */
81 	__u32 bcl_start;
82 
83 	/** End address of the BCL (first byte after the BCL) */
84 	__u32 bcl_end;
85 
86 	/* Offset of the render command list.
87 	 *
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).
91 	 *
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.
96 	 */
97 	__u32 rcl_start;
98 
99 	/** End address of the RCL (first byte after the RCL) */
100 	__u32 rcl_end;
101 
102 	/** An optional sync object to wait on before starting the BCL. */
103 	__u32 in_sync_bcl;
104 	/** An optional sync object to wait on before starting the RCL. */
105 	__u32 in_sync_rcl;
106 	/** An optional sync object to place the completion fence in. */
107 	__u32 out_sync;
108 
109 	/* Offset of the tile alloc memory
110 	 *
111 	 * This is optional on V3D 3.3 (where the CL can set the value) but
112 	 * required on V3D 4.1.
113 	 */
114 	__u32 qma;
115 
116 	/** Size of the tile alloc memory. */
117 	__u32 qms;
118 
119 	/** Offset of the tile state data array. */
120 	__u32 qts;
121 
122 	/* Pointer to a u32 array of the BOs that are referenced by the job.
123 	 */
124 	__u64 bo_handles;
125 
126 	/* Number of BO handles passed in (size is that times 4). */
127 	__u32 bo_handle_count;
128 
129 	__u32 flags;
130 };
131 
132 /**
133  * struct drm_v3d_wait_bo - ioctl argument for waiting for
134  * completion of the last DRM_V3D_SUBMIT_CL on a BO.
135  *
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
138  * completed.
139  */
140 struct drm_v3d_wait_bo {
141 	__u32 handle;
142 	__u32 pad;
143 	__u64 timeout_ns;
144 };
145 
146 /**
147  * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs.
148  *
149  * There are currently no values for the flags argument, but it may be
150  * used in a future extension.
151  */
152 struct drm_v3d_create_bo {
153 	__u32 size;
154 	__u32 flags;
155 	/** Returned GEM handle for the BO. */
156 	__u32 handle;
157 	/**
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
160 	 * handle.
161 	 *
162 	 * This offset value will always be nonzero, since various HW
163 	 * units treat 0 specially.
164 	 */
165 	__u32 offset;
166 };
167 
168 /**
169  * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs.
170  *
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
174  * memory.
175  *
176  * There are currently no values for the flags argument, but it may be
177  * used in a future extension.
178  */
179 struct drm_v3d_mmap_bo {
180 	/** Handle for the object being mapped. */
181 	__u32 handle;
182 	__u32 flags;
183 	/** offset into the drm node to use for subsequent mmap call. */
184 	__u64 offset;
185 };
186 
187 enum drm_v3d_param {
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,
198 };
199 
200 struct drm_v3d_get_param {
201 	__u32 param;
202 	__u32 pad;
203 	__u64 value;
204 };
205 
206 /**
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
209  * from this DRM fd.
210  */
211 struct drm_v3d_get_bo_offset {
212 	__u32 handle;
213 	__u32 offset;
214 };
215 
216 struct drm_v3d_submit_tfu {
217 	__u32 icfg;
218 	__u32 iia;
219 	__u32 iis;
220 	__u32 ica;
221 	__u32 iua;
222 	__u32 ioa;
223 	__u32 ios;
224 	__u32 coef[4];
225 	/* First handle is the output BO, following are other inputs.
226 	 * 0 for unused.
227 	 */
228 	__u32 bo_handles[4];
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.
232 	 */
233 	__u32 in_sync;
234 	/* Sync object to signal when the TFU job is done. */
235 	__u32 out_sync;
236 };
237 
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.
241  */
242 struct drm_v3d_submit_csd {
243 	__u32 cfg[7];
244 	__u32 coef[4];
245 
246 	/* Pointer to a u32 array of the BOs that are referenced by the job.
247 	 */
248 	__u64 bo_handles;
249 
250 	/* Number of BO handles passed in (size is that times 4). */
251 	__u32 bo_handle_count;
252 
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.
257 	 */
258 	__u32 in_sync;
259 	/* Sync object to signal when the CSD job is done. */
260 	__u32 out_sync;
261 };
262 
263 #if defined(__cplusplus)
264 }
265 #endif
266 
267 #endif /* _V3D_DRM_H_ */
268