0x1949 Team - FAZEMRX - MANAGER
Edit File: v3d_drm.h
/* * 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_V3D_SUBMIT_TFU 0x06 #define DRM_V3D_SUBMIT_CSD 0x07 #define DRM_V3D_PERFMON_CREATE 0x08 #define DRM_V3D_PERFMON_DESTROY 0x09 #define DRM_V3D_PERFMON_GET_VALUES 0x0a #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) #define DRM_IOCTL_V3D_SUBMIT_TFU DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_TFU, struct drm_v3d_submit_tfu) #define DRM_IOCTL_V3D_SUBMIT_CSD DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CSD, struct drm_v3d_submit_csd) #define DRM_IOCTL_V3D_PERFMON_CREATE DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_PERFMON_CREATE, \ struct drm_v3d_perfmon_create) #define DRM_IOCTL_V3D_PERFMON_DESTROY DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_PERFMON_DESTROY, \ struct drm_v3d_perfmon_destroy) #define DRM_IOCTL_V3D_PERFMON_GET_VALUES DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_PERFMON_GET_VALUES, \ struct drm_v3d_perfmon_get_values) #define DRM_V3D_SUBMIT_CL_FLUSH_CACHE 0x01 /** * 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. * * The L1T, slice, L2C, L2T, and GCA caches will be flushed before * each CL executes. The VCD cache should be flushed (if necessary) * by the submitted CLs. The TLB writes are guaranteed to have been * flushed by the time the render done IRQ happens, which is the * trigger for out_sync. Any dirtying of cachelines by the job (only * possible using TMU writes) must be flushed by the caller using the * DRM_V3D_SUBMIT_CL_FLUSH_CACHE_FLAG flag. */ 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. * * This BCL will block on any previous BCL submitted on the * same FD, but not on any RCL or BCLs submitted by other * clients -- that is left up to the submitter to control * using in_sync_bcl if necessary. */ __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). * * This RCL will block on this submit's BCL, and any previous * RCL submitted on the same FD, but not on any RCL or BCLs * submitted by other clients -- that is left up to the * submitter to control using in_sync_rcl if necessary. */ __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; __u32 flags; /* ID of the perfmon to attach to this job. 0 means no perfmon. */ __u32 perfmon_id; __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, DRM_V3D_PARAM_SUPPORTS_TFU, DRM_V3D_PARAM_SUPPORTS_CSD, DRM_V3D_PARAM_SUPPORTS_CACHE_FLUSH, DRM_V3D_PARAM_SUPPORTS_PERFMON, }; 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; }; struct drm_v3d_submit_tfu { __u32 icfg; __u32 iia; __u32 iis; __u32 ica; __u32 iua; __u32 ioa; __u32 ios; __u32 coef[4]; /* First handle is the output BO, following are other inputs. * 0 for unused. */ __u32 bo_handles[4]; /* sync object to block on before running the TFU job. Each TFU * job will execute in the order submitted to its FD. Synchronization * against rendering jobs requires using sync objects. */ __u32 in_sync; /* Sync object to signal when the TFU job is done. */ __u32 out_sync; }; /* Submits a compute shader for dispatch. This job will block on any * previous compute shaders submitted on this fd, and any other * synchronization must be performed with in_sync/out_sync. */ struct drm_v3d_submit_csd { __u32 cfg[7]; __u32 coef[4]; /* 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; /* sync object to block on before running the CSD job. Each * CSD job will execute in the order submitted to its FD. * Synchronization against rendering/TFU jobs or CSD from * other fds requires using sync objects. */ __u32 in_sync; /* Sync object to signal when the CSD job is done. */ __u32 out_sync; /* ID of the perfmon to attach to this job. 0 means no perfmon. */ __u32 perfmon_id; }; enum { V3D_PERFCNT_FEP_VALID_PRIMTS_NO_PIXELS, V3D_PERFCNT_FEP_VALID_PRIMS, V3D_PERFCNT_FEP_EZ_NFCLIP_QUADS, V3D_PERFCNT_FEP_VALID_QUADS, V3D_PERFCNT_TLB_QUADS_STENCIL_FAIL, V3D_PERFCNT_TLB_QUADS_STENCILZ_FAIL, V3D_PERFCNT_TLB_QUADS_STENCILZ_PASS, V3D_PERFCNT_TLB_QUADS_ZERO_COV, V3D_PERFCNT_TLB_QUADS_NONZERO_COV, V3D_PERFCNT_TLB_QUADS_WRITTEN, V3D_PERFCNT_PTB_PRIM_VIEWPOINT_DISCARD, V3D_PERFCNT_PTB_PRIM_CLIP, V3D_PERFCNT_PTB_PRIM_REV, V3D_PERFCNT_QPU_IDLE_CYCLES, V3D_PERFCNT_QPU_ACTIVE_CYCLES_VERTEX_COORD_USER, V3D_PERFCNT_QPU_ACTIVE_CYCLES_FRAG, V3D_PERFCNT_QPU_CYCLES_VALID_INSTR, V3D_PERFCNT_QPU_CYCLES_TMU_STALL, V3D_PERFCNT_QPU_CYCLES_SCOREBOARD_STALL, V3D_PERFCNT_QPU_CYCLES_VARYINGS_STALL, V3D_PERFCNT_QPU_IC_HIT, V3D_PERFCNT_QPU_IC_MISS, V3D_PERFCNT_QPU_UC_HIT, V3D_PERFCNT_QPU_UC_MISS, V3D_PERFCNT_TMU_TCACHE_ACCESS, V3D_PERFCNT_TMU_TCACHE_MISS, V3D_PERFCNT_VPM_VDW_STALL, V3D_PERFCNT_VPM_VCD_STALL, V3D_PERFCNT_BIN_ACTIVE, V3D_PERFCNT_RDR_ACTIVE, V3D_PERFCNT_L2T_HITS, V3D_PERFCNT_L2T_MISSES, V3D_PERFCNT_CYCLE_COUNT, V3D_PERFCNT_QPU_CYCLES_STALLED_VERTEX_COORD_USER, V3D_PERFCNT_QPU_CYCLES_STALLED_FRAGMENT, V3D_PERFCNT_PTB_PRIMS_BINNED, V3D_PERFCNT_AXI_WRITES_WATCH_0, V3D_PERFCNT_AXI_READS_WATCH_0, V3D_PERFCNT_AXI_WRITE_STALLS_WATCH_0, V3D_PERFCNT_AXI_READ_STALLS_WATCH_0, V3D_PERFCNT_AXI_WRITE_BYTES_WATCH_0, V3D_PERFCNT_AXI_READ_BYTES_WATCH_0, V3D_PERFCNT_AXI_WRITES_WATCH_1, V3D_PERFCNT_AXI_READS_WATCH_1, V3D_PERFCNT_AXI_WRITE_STALLS_WATCH_1, V3D_PERFCNT_AXI_READ_STALLS_WATCH_1, V3D_PERFCNT_AXI_WRITE_BYTES_WATCH_1, V3D_PERFCNT_AXI_READ_BYTES_WATCH_1, V3D_PERFCNT_TLB_PARTIAL_QUADS, V3D_PERFCNT_TMU_CONFIG_ACCESSES, V3D_PERFCNT_L2T_NO_ID_STALL, V3D_PERFCNT_L2T_COM_QUE_STALL, V3D_PERFCNT_L2T_TMU_WRITES, V3D_PERFCNT_TMU_ACTIVE_CYCLES, V3D_PERFCNT_TMU_STALLED_CYCLES, V3D_PERFCNT_CLE_ACTIVE, V3D_PERFCNT_L2T_TMU_READS, V3D_PERFCNT_L2T_CLE_READS, V3D_PERFCNT_L2T_VCD_READS, V3D_PERFCNT_L2T_TMUCFG_READS, V3D_PERFCNT_L2T_SLC0_READS, V3D_PERFCNT_L2T_SLC1_READS, V3D_PERFCNT_L2T_SLC2_READS, V3D_PERFCNT_L2T_TMU_W_MISSES, V3D_PERFCNT_L2T_TMU_R_MISSES, V3D_PERFCNT_L2T_CLE_MISSES, V3D_PERFCNT_L2T_VCD_MISSES, V3D_PERFCNT_L2T_TMUCFG_MISSES, V3D_PERFCNT_L2T_SLC0_MISSES, V3D_PERFCNT_L2T_SLC1_MISSES, V3D_PERFCNT_L2T_SLC2_MISSES, V3D_PERFCNT_CORE_MEM_WRITES, V3D_PERFCNT_L2T_MEM_WRITES, V3D_PERFCNT_PTB_MEM_WRITES, V3D_PERFCNT_TLB_MEM_WRITES, V3D_PERFCNT_CORE_MEM_READS, V3D_PERFCNT_L2T_MEM_READS, V3D_PERFCNT_PTB_MEM_READS, V3D_PERFCNT_PSE_MEM_READS, V3D_PERFCNT_TLB_MEM_READS, V3D_PERFCNT_GMP_MEM_READS, V3D_PERFCNT_PTB_W_MEM_WORDS, V3D_PERFCNT_TLB_W_MEM_WORDS, V3D_PERFCNT_PSE_R_MEM_WORDS, V3D_PERFCNT_TLB_R_MEM_WORDS, V3D_PERFCNT_TMU_MRU_HITS, V3D_PERFCNT_COMPUTE_ACTIVE, V3D_PERFCNT_NUM, }; #define DRM_V3D_MAX_PERF_COUNTERS 32 struct drm_v3d_perfmon_create { __u32 id; __u32 ncounters; __u8 counters[DRM_V3D_MAX_PERF_COUNTERS]; }; struct drm_v3d_perfmon_destroy { __u32 id; }; /* * Returns the values of the performance counters tracked by this * perfmon (as an array of ncounters u64 values). * * No implicit synchronization is performed, so the user has to * guarantee that any jobs using this perfmon have already been * completed (probably by blocking on the seqno returned by the * last exec that used the perfmon). */ struct drm_v3d_perfmon_get_values { __u32 id; __u32 pad; __u64 values_ptr; }; #if defined(__cplusplus) } #endif #endif /* _V3D_DRM_H_ */