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@xxxxxxxxxx> Acked-by: Petri Latvala <petri.latvala@xxxxxxxxx> > --- > 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 > > _______________________________________________ > Intel-gfx mailing list > Intel-gfx@xxxxxxxxxxxxxxxxxxxxx > https://lists.freedesktop.org/mailman/listinfo/intel-gfx _______________________________________________ Intel-gfx mailing list Intel-gfx@xxxxxxxxxxxxxxxxxxxxx https://lists.freedesktop.org/mailman/listinfo/intel-gfx