text: /*
   * 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_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)
  
  /**
   * 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,
  	DRM_V3D_PARAM_SUPPORTS_TFU,
  };
  
  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;
  };
  
  #if defined(__cplusplus)
  }
  #endif
  
  #endif /* _V3D_DRM_H_ */
  