[Intel-gfx] [PATCH i-g-t 2/4] v3d: Import the V3D DRM UAPI header.

Eric Anholt eric at anholt.net
Wed Nov 14 22:28:30 UTC 2018


Copied from make headers_install at drm-misc-next 783195ec1cad
("drm/syncobj: disable the timeline UAPI for now v2")

Signed-off-by: Eric Anholt <eric at anholt.net>
---
 include/drm-uapi/v3d_drm.h | 204 +++++++++++++++++++++++++++++++++++++
 1 file changed, 204 insertions(+)
 create mode 100644 include/drm-uapi/v3d_drm.h

diff --git a/include/drm-uapi/v3d_drm.h b/include/drm-uapi/v3d_drm.h
new file mode 100644
index 000000000000..f446656d00b1
--- /dev/null
+++ b/include/drm-uapi/v3d_drm.h
@@ -0,0 +1,204 @@
+/*
+ * 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.
+	 *
+	 * 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;
+
+	/* 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_ */
-- 
2.19.1



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