[Intel-gfx] [PATCH i-g-t 2/4] v3d: Import the V3D DRM UAPI header.
Petri Latvala
petri.latvala at intel.com
Wed Nov 21 10:15:48 UTC 2018
On Wed, Nov 14, 2018 at 02:28:30PM -0800, Eric Anholt wrote:
> 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>
Acked-by: Petri Latvala <petri.latvala at intel.com>
> ---
> 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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