linux_dsm_epyc7002/include/uapi/drm/v3d_drm.h
Eric Anholt 57692c94dc drm/v3d: Introduce a new DRM driver for Broadcom V3D V3.x+
This driver will be used to support Mesa on the Broadcom 7268 and 7278
platforms.

V3D 3.3 introduces an MMU, which means we no longer need CMA or vc4's
complicated CL/shader validation scheme.  This massively changes the
GEM behavior, so I've forked off to a new driver.

v2: Mark SUBMIT_CL as needing DRM_AUTH.  coccinelle fixes from kbuild
    test robot. Drop personal git link from MAINTAINERS.  Don't
    double-map dma-buf imported BOs.  Add kerneldoc about needing MMU
    eviction.  Drop prime vmap/unmap stubs.  Delay mmap offset setup
    to mmap time.  Use drm_dev_init instead of _alloc.  Use
    ktime_get() for wait_bo timeouts.  Drop drm_can_sleep() usage,
    since we don't modeset.  Switch page tables back to WC (debug
    change to coherent had slipped in).  Switch
    drm_gem_object_unreference_unlocked() to
    drm_gem_object_put_unlocked().  Simplify overflow mem handling by
    not sharing overflow mem between jobs.
v3: no changes
v4: align submit_cl to 64 bits (review by airlied), check zero flags in
    other ioctls.

Signed-off-by: Eric Anholt <eric@anholt.net>
Acked-by: Daniel Vetter <daniel.vetter@ffwll.ch> (v4)
Acked-by: Dave Airlie <airlied@linux.ie> (v3, requested submit_cl change)
Link: https://patchwork.freedesktop.org/patch/msgid/20180430181058.30181-3-eric@anholt.net
2018-05-03 16:26:30 -07:00

195 lines
5.9 KiB
C

/*
* Copyright © 2014-2018 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#ifndef _V3D_DRM_H_
#define _V3D_DRM_H_
#include "drm.h"
#if defined(__cplusplus)
extern "C" {
#endif
#define DRM_V3D_SUBMIT_CL 0x00
#define DRM_V3D_WAIT_BO 0x01
#define DRM_V3D_CREATE_BO 0x02
#define DRM_V3D_MMAP_BO 0x03
#define DRM_V3D_GET_PARAM 0x04
#define DRM_V3D_GET_BO_OFFSET 0x05
#define DRM_IOCTL_V3D_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CL, struct drm_v3d_submit_cl)
#define DRM_IOCTL_V3D_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_WAIT_BO, struct drm_v3d_wait_bo)
#define DRM_IOCTL_V3D_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_CREATE_BO, struct drm_v3d_create_bo)
#define DRM_IOCTL_V3D_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_MMAP_BO, struct drm_v3d_mmap_bo)
#define DRM_IOCTL_V3D_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_PARAM, struct drm_v3d_get_param)
#define DRM_IOCTL_V3D_GET_BO_OFFSET DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_BO_OFFSET, struct drm_v3d_get_bo_offset)
/**
* struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D
* engine.
*
* This asks the kernel to have the GPU execute an optional binner
* command list, and a render command list.
*/
struct drm_v3d_submit_cl {
/* Pointer to the binner command list.
*
* This is the first set of commands executed, which runs the
* coordinate shader to determine where primitives land on the screen,
* then writes out the state updates and draw calls necessary per tile
* to the tile allocation BO.
*/
__u32 bcl_start;
/** End address of the BCL (first byte after the BCL) */
__u32 bcl_end;
/* Offset of the render command list.
*
* This is the second set of commands executed, which will either
* execute the tiles that have been set up by the BCL, or a fixed set
* of tiles (in the case of RCL-only blits).
*/
__u32 rcl_start;
/** End address of the RCL (first byte after the RCL) */
__u32 rcl_end;
/** An optional sync object to wait on before starting the BCL. */
__u32 in_sync_bcl;
/** An optional sync object to wait on before starting the RCL. */
__u32 in_sync_rcl;
/** An optional sync object to place the completion fence in. */
__u32 out_sync;
/* Offset of the tile alloc memory
*
* This is optional on V3D 3.3 (where the CL can set the value) but
* required on V3D 4.1.
*/
__u32 qma;
/** Size of the tile alloc memory. */
__u32 qms;
/** Offset of the tile state data array. */
__u32 qts;
/* Pointer to a u32 array of the BOs that are referenced by the job.
*/
__u64 bo_handles;
/* Number of BO handles passed in (size is that times 4). */
__u32 bo_handle_count;
/* Pad, must be zero-filled. */
__u32 pad;
};
/**
* struct drm_v3d_wait_bo - ioctl argument for waiting for
* completion of the last DRM_V3D_SUBMIT_CL on a BO.
*
* This is useful for cases where multiple processes might be
* rendering to a BO and you want to wait for all rendering to be
* completed.
*/
struct drm_v3d_wait_bo {
__u32 handle;
__u32 pad;
__u64 timeout_ns;
};
/**
* struct drm_v3d_create_bo - ioctl argument for creating V3D BOs.
*
* There are currently no values for the flags argument, but it may be
* used in a future extension.
*/
struct drm_v3d_create_bo {
__u32 size;
__u32 flags;
/** Returned GEM handle for the BO. */
__u32 handle;
/**
* Returned offset for the BO in the V3D address space. This offset
* is private to the DRM fd and is valid for the lifetime of the GEM
* handle.
*
* This offset value will always be nonzero, since various HW
* units treat 0 specially.
*/
__u32 offset;
};
/**
* struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs.
*
* This doesn't actually perform an mmap. Instead, it returns the
* offset you need to use in an mmap on the DRM device node. This
* means that tools like valgrind end up knowing about the mapped
* memory.
*
* There are currently no values for the flags argument, but it may be
* used in a future extension.
*/
struct drm_v3d_mmap_bo {
/** Handle for the object being mapped. */
__u32 handle;
__u32 flags;
/** offset into the drm node to use for subsequent mmap call. */
__u64 offset;
};
enum drm_v3d_param {
DRM_V3D_PARAM_V3D_UIFCFG,
DRM_V3D_PARAM_V3D_HUB_IDENT1,
DRM_V3D_PARAM_V3D_HUB_IDENT2,
DRM_V3D_PARAM_V3D_HUB_IDENT3,
DRM_V3D_PARAM_V3D_CORE0_IDENT0,
DRM_V3D_PARAM_V3D_CORE0_IDENT1,
DRM_V3D_PARAM_V3D_CORE0_IDENT2,
};
struct drm_v3d_get_param {
__u32 param;
__u32 pad;
__u64 value;
};
/**
* Returns the offset for the BO in the V3D address space for this DRM fd.
* This is the same value returned by drm_v3d_create_bo, if that was called
* from this DRM fd.
*/
struct drm_v3d_get_bo_offset {
__u32 handle;
__u32 offset;
};
#if defined(__cplusplus)
}
#endif
#endif /* _V3D_DRM_H_ */