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source: vbox/trunk/src/VBox/Additions/3D/mesa/mesa-21.3.8/include/drm-uapi/v3d_drm.h

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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)
30extern "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#define DRM_V3D_PERFMON_CREATE 0x08
42#define DRM_V3D_PERFMON_DESTROY 0x09
43#define DRM_V3D_PERFMON_GET_VALUES 0x0a
44
45#define DRM_IOCTL_V3D_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CL, struct drm_v3d_submit_cl)
46#define DRM_IOCTL_V3D_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_WAIT_BO, struct drm_v3d_wait_bo)
47#define DRM_IOCTL_V3D_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_CREATE_BO, struct drm_v3d_create_bo)
48#define DRM_IOCTL_V3D_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_MMAP_BO, struct drm_v3d_mmap_bo)
49#define DRM_IOCTL_V3D_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_PARAM, struct drm_v3d_get_param)
50#define DRM_IOCTL_V3D_GET_BO_OFFSET DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_BO_OFFSET, struct drm_v3d_get_bo_offset)
51#define DRM_IOCTL_V3D_SUBMIT_TFU DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_TFU, struct drm_v3d_submit_tfu)
52#define DRM_IOCTL_V3D_SUBMIT_CSD DRM_IOW(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CSD, struct drm_v3d_submit_csd)
53#define DRM_IOCTL_V3D_PERFMON_CREATE DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_PERFMON_CREATE, \
54 struct drm_v3d_perfmon_create)
55#define DRM_IOCTL_V3D_PERFMON_DESTROY DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_PERFMON_DESTROY, \
56 struct drm_v3d_perfmon_destroy)
57#define DRM_IOCTL_V3D_PERFMON_GET_VALUES DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_PERFMON_GET_VALUES, \
58 struct drm_v3d_perfmon_get_values)
59
60#define DRM_V3D_SUBMIT_CL_FLUSH_CACHE 0x01
61
62/**
63 * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D
64 * engine.
65 *
66 * This asks the kernel to have the GPU execute an optional binner
67 * command list, and a render command list.
68 *
69 * The L1T, slice, L2C, L2T, and GCA caches will be flushed before
70 * each CL executes. The VCD cache should be flushed (if necessary)
71 * by the submitted CLs. The TLB writes are guaranteed to have been
72 * flushed by the time the render done IRQ happens, which is the
73 * trigger for out_sync. Any dirtying of cachelines by the job (only
74 * possible using TMU writes) must be flushed by the caller using the
75 * DRM_V3D_SUBMIT_CL_FLUSH_CACHE_FLAG flag.
76 */
77struct drm_v3d_submit_cl {
78 /* Pointer to the binner command list.
79 *
80 * This is the first set of commands executed, which runs the
81 * coordinate shader to determine where primitives land on the screen,
82 * then writes out the state updates and draw calls necessary per tile
83 * to the tile allocation BO.
84 *
85 * This BCL will block on any previous BCL submitted on the
86 * same FD, but not on any RCL or BCLs submitted by other
87 * clients -- that is left up to the submitter to control
88 * using in_sync_bcl if necessary.
89 */
90 __u32 bcl_start;
91
92 /** End address of the BCL (first byte after the BCL) */
93 __u32 bcl_end;
94
95 /* Offset of the render command list.
96 *
97 * This is the second set of commands executed, which will either
98 * execute the tiles that have been set up by the BCL, or a fixed set
99 * of tiles (in the case of RCL-only blits).
100 *
101 * This RCL will block on this submit's BCL, and any previous
102 * RCL submitted on the same FD, but not on any RCL or BCLs
103 * submitted by other clients -- that is left up to the
104 * submitter to control using in_sync_rcl if necessary.
105 */
106 __u32 rcl_start;
107
108 /** End address of the RCL (first byte after the RCL) */
109 __u32 rcl_end;
110
111 /** An optional sync object to wait on before starting the BCL. */
112 __u32 in_sync_bcl;
113 /** An optional sync object to wait on before starting the RCL. */
114 __u32 in_sync_rcl;
115 /** An optional sync object to place the completion fence in. */
116 __u32 out_sync;
117
118 /* Offset of the tile alloc memory
119 *
120 * This is optional on V3D 3.3 (where the CL can set the value) but
121 * required on V3D 4.1.
122 */
123 __u32 qma;
124
125 /** Size of the tile alloc memory. */
126 __u32 qms;
127
128 /** Offset of the tile state data array. */
129 __u32 qts;
130
131 /* Pointer to a u32 array of the BOs that are referenced by the job.
132 */
133 __u64 bo_handles;
134
135 /* Number of BO handles passed in (size is that times 4). */
136 __u32 bo_handle_count;
137
138 __u32 flags;
139
140 /* ID of the perfmon to attach to this job. 0 means no perfmon. */
141 __u32 perfmon_id;
142
143 __u32 pad;
144};
145
146/**
147 * struct drm_v3d_wait_bo - ioctl argument for waiting for
148 * completion of the last DRM_V3D_SUBMIT_CL on a BO.
149 *
150 * This is useful for cases where multiple processes might be
151 * rendering to a BO and you want to wait for all rendering to be
152 * completed.
153 */
154struct drm_v3d_wait_bo {
155 __u32 handle;
156 __u32 pad;
157 __u64 timeout_ns;
158};
159
160/**
161 * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs.
162 *
163 * There are currently no values for the flags argument, but it may be
164 * used in a future extension.
165 */
166struct drm_v3d_create_bo {
167 __u32 size;
168 __u32 flags;
169 /** Returned GEM handle for the BO. */
170 __u32 handle;
171 /**
172 * Returned offset for the BO in the V3D address space. This offset
173 * is private to the DRM fd and is valid for the lifetime of the GEM
174 * handle.
175 *
176 * This offset value will always be nonzero, since various HW
177 * units treat 0 specially.
178 */
179 __u32 offset;
180};
181
182/**
183 * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs.
184 *
185 * This doesn't actually perform an mmap. Instead, it returns the
186 * offset you need to use in an mmap on the DRM device node. This
187 * means that tools like valgrind end up knowing about the mapped
188 * memory.
189 *
190 * There are currently no values for the flags argument, but it may be
191 * used in a future extension.
192 */
193struct drm_v3d_mmap_bo {
194 /** Handle for the object being mapped. */
195 __u32 handle;
196 __u32 flags;
197 /** offset into the drm node to use for subsequent mmap call. */
198 __u64 offset;
199};
200
201enum drm_v3d_param {
202 DRM_V3D_PARAM_V3D_UIFCFG,
203 DRM_V3D_PARAM_V3D_HUB_IDENT1,
204 DRM_V3D_PARAM_V3D_HUB_IDENT2,
205 DRM_V3D_PARAM_V3D_HUB_IDENT3,
206 DRM_V3D_PARAM_V3D_CORE0_IDENT0,
207 DRM_V3D_PARAM_V3D_CORE0_IDENT1,
208 DRM_V3D_PARAM_V3D_CORE0_IDENT2,
209 DRM_V3D_PARAM_SUPPORTS_TFU,
210 DRM_V3D_PARAM_SUPPORTS_CSD,
211 DRM_V3D_PARAM_SUPPORTS_CACHE_FLUSH,
212 DRM_V3D_PARAM_SUPPORTS_PERFMON,
213};
214
215struct drm_v3d_get_param {
216 __u32 param;
217 __u32 pad;
218 __u64 value;
219};
220
221/**
222 * Returns the offset for the BO in the V3D address space for this DRM fd.
223 * This is the same value returned by drm_v3d_create_bo, if that was called
224 * from this DRM fd.
225 */
226struct drm_v3d_get_bo_offset {
227 __u32 handle;
228 __u32 offset;
229};
230
231struct drm_v3d_submit_tfu {
232 __u32 icfg;
233 __u32 iia;
234 __u32 iis;
235 __u32 ica;
236 __u32 iua;
237 __u32 ioa;
238 __u32 ios;
239 __u32 coef[4];
240 /* First handle is the output BO, following are other inputs.
241 * 0 for unused.
242 */
243 __u32 bo_handles[4];
244 /* sync object to block on before running the TFU job. Each TFU
245 * job will execute in the order submitted to its FD. Synchronization
246 * against rendering jobs requires using sync objects.
247 */
248 __u32 in_sync;
249 /* Sync object to signal when the TFU job is done. */
250 __u32 out_sync;
251};
252
253/* Submits a compute shader for dispatch. This job will block on any
254 * previous compute shaders submitted on this fd, and any other
255 * synchronization must be performed with in_sync/out_sync.
256 */
257struct drm_v3d_submit_csd {
258 __u32 cfg[7];
259 __u32 coef[4];
260
261 /* Pointer to a u32 array of the BOs that are referenced by the job.
262 */
263 __u64 bo_handles;
264
265 /* Number of BO handles passed in (size is that times 4). */
266 __u32 bo_handle_count;
267
268 /* sync object to block on before running the CSD job. Each
269 * CSD job will execute in the order submitted to its FD.
270 * Synchronization against rendering/TFU jobs or CSD from
271 * other fds requires using sync objects.
272 */
273 __u32 in_sync;
274 /* Sync object to signal when the CSD job is done. */
275 __u32 out_sync;
276
277 /* ID of the perfmon to attach to this job. 0 means no perfmon. */
278 __u32 perfmon_id;
279};
280
281enum {
282 V3D_PERFCNT_FEP_VALID_PRIMTS_NO_PIXELS,
283 V3D_PERFCNT_FEP_VALID_PRIMS,
284 V3D_PERFCNT_FEP_EZ_NFCLIP_QUADS,
285 V3D_PERFCNT_FEP_VALID_QUADS,
286 V3D_PERFCNT_TLB_QUADS_STENCIL_FAIL,
287 V3D_PERFCNT_TLB_QUADS_STENCILZ_FAIL,
288 V3D_PERFCNT_TLB_QUADS_STENCILZ_PASS,
289 V3D_PERFCNT_TLB_QUADS_ZERO_COV,
290 V3D_PERFCNT_TLB_QUADS_NONZERO_COV,
291 V3D_PERFCNT_TLB_QUADS_WRITTEN,
292 V3D_PERFCNT_PTB_PRIM_VIEWPOINT_DISCARD,
293 V3D_PERFCNT_PTB_PRIM_CLIP,
294 V3D_PERFCNT_PTB_PRIM_REV,
295 V3D_PERFCNT_QPU_IDLE_CYCLES,
296 V3D_PERFCNT_QPU_ACTIVE_CYCLES_VERTEX_COORD_USER,
297 V3D_PERFCNT_QPU_ACTIVE_CYCLES_FRAG,
298 V3D_PERFCNT_QPU_CYCLES_VALID_INSTR,
299 V3D_PERFCNT_QPU_CYCLES_TMU_STALL,
300 V3D_PERFCNT_QPU_CYCLES_SCOREBOARD_STALL,
301 V3D_PERFCNT_QPU_CYCLES_VARYINGS_STALL,
302 V3D_PERFCNT_QPU_IC_HIT,
303 V3D_PERFCNT_QPU_IC_MISS,
304 V3D_PERFCNT_QPU_UC_HIT,
305 V3D_PERFCNT_QPU_UC_MISS,
306 V3D_PERFCNT_TMU_TCACHE_ACCESS,
307 V3D_PERFCNT_TMU_TCACHE_MISS,
308 V3D_PERFCNT_VPM_VDW_STALL,
309 V3D_PERFCNT_VPM_VCD_STALL,
310 V3D_PERFCNT_BIN_ACTIVE,
311 V3D_PERFCNT_RDR_ACTIVE,
312 V3D_PERFCNT_L2T_HITS,
313 V3D_PERFCNT_L2T_MISSES,
314 V3D_PERFCNT_CYCLE_COUNT,
315 V3D_PERFCNT_QPU_CYCLES_STALLED_VERTEX_COORD_USER,
316 V3D_PERFCNT_QPU_CYCLES_STALLED_FRAGMENT,
317 V3D_PERFCNT_PTB_PRIMS_BINNED,
318 V3D_PERFCNT_AXI_WRITES_WATCH_0,
319 V3D_PERFCNT_AXI_READS_WATCH_0,
320 V3D_PERFCNT_AXI_WRITE_STALLS_WATCH_0,
321 V3D_PERFCNT_AXI_READ_STALLS_WATCH_0,
322 V3D_PERFCNT_AXI_WRITE_BYTES_WATCH_0,
323 V3D_PERFCNT_AXI_READ_BYTES_WATCH_0,
324 V3D_PERFCNT_AXI_WRITES_WATCH_1,
325 V3D_PERFCNT_AXI_READS_WATCH_1,
326 V3D_PERFCNT_AXI_WRITE_STALLS_WATCH_1,
327 V3D_PERFCNT_AXI_READ_STALLS_WATCH_1,
328 V3D_PERFCNT_AXI_WRITE_BYTES_WATCH_1,
329 V3D_PERFCNT_AXI_READ_BYTES_WATCH_1,
330 V3D_PERFCNT_TLB_PARTIAL_QUADS,
331 V3D_PERFCNT_TMU_CONFIG_ACCESSES,
332 V3D_PERFCNT_L2T_NO_ID_STALL,
333 V3D_PERFCNT_L2T_COM_QUE_STALL,
334 V3D_PERFCNT_L2T_TMU_WRITES,
335 V3D_PERFCNT_TMU_ACTIVE_CYCLES,
336 V3D_PERFCNT_TMU_STALLED_CYCLES,
337 V3D_PERFCNT_CLE_ACTIVE,
338 V3D_PERFCNT_L2T_TMU_READS,
339 V3D_PERFCNT_L2T_CLE_READS,
340 V3D_PERFCNT_L2T_VCD_READS,
341 V3D_PERFCNT_L2T_TMUCFG_READS,
342 V3D_PERFCNT_L2T_SLC0_READS,
343 V3D_PERFCNT_L2T_SLC1_READS,
344 V3D_PERFCNT_L2T_SLC2_READS,
345 V3D_PERFCNT_L2T_TMU_W_MISSES,
346 V3D_PERFCNT_L2T_TMU_R_MISSES,
347 V3D_PERFCNT_L2T_CLE_MISSES,
348 V3D_PERFCNT_L2T_VCD_MISSES,
349 V3D_PERFCNT_L2T_TMUCFG_MISSES,
350 V3D_PERFCNT_L2T_SLC0_MISSES,
351 V3D_PERFCNT_L2T_SLC1_MISSES,
352 V3D_PERFCNT_L2T_SLC2_MISSES,
353 V3D_PERFCNT_CORE_MEM_WRITES,
354 V3D_PERFCNT_L2T_MEM_WRITES,
355 V3D_PERFCNT_PTB_MEM_WRITES,
356 V3D_PERFCNT_TLB_MEM_WRITES,
357 V3D_PERFCNT_CORE_MEM_READS,
358 V3D_PERFCNT_L2T_MEM_READS,
359 V3D_PERFCNT_PTB_MEM_READS,
360 V3D_PERFCNT_PSE_MEM_READS,
361 V3D_PERFCNT_TLB_MEM_READS,
362 V3D_PERFCNT_GMP_MEM_READS,
363 V3D_PERFCNT_PTB_W_MEM_WORDS,
364 V3D_PERFCNT_TLB_W_MEM_WORDS,
365 V3D_PERFCNT_PSE_R_MEM_WORDS,
366 V3D_PERFCNT_TLB_R_MEM_WORDS,
367 V3D_PERFCNT_TMU_MRU_HITS,
368 V3D_PERFCNT_COMPUTE_ACTIVE,
369 V3D_PERFCNT_NUM,
370};
371
372#define DRM_V3D_MAX_PERF_COUNTERS 32
373
374struct drm_v3d_perfmon_create {
375 __u32 id;
376 __u32 ncounters;
377 __u8 counters[DRM_V3D_MAX_PERF_COUNTERS];
378};
379
380struct drm_v3d_perfmon_destroy {
381 __u32 id;
382};
383
384/*
385 * Returns the values of the performance counters tracked by this
386 * perfmon (as an array of ncounters u64 values).
387 *
388 * No implicit synchronization is performed, so the user has to
389 * guarantee that any jobs using this perfmon have already been
390 * completed (probably by blocking on the seqno returned by the
391 * last exec that used the perfmon).
392 */
393struct drm_v3d_perfmon_get_values {
394 __u32 id;
395 __u32 pad;
396 __u64 values_ptr;
397};
398
399#if defined(__cplusplus)
400}
401#endif
402
403#endif /* _V3D_DRM_H_ */
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