/* struct drm_v3d_extension - ioctl extensions * * Linked-list of generic extensions where the id identify which struct is * pointed by ext_data. Therefore, DRM_V3D_EXT_ID_* is used on id to identify * the extension type.
*/ struct drm_v3d_extension {
__u64 next;
__u32 id; #define DRM_V3D_EXT_ID_MULTI_SYNC 0x01 #define DRM_V3D_EXT_ID_CPU_INDIRECT_CSD 0x02 #define DRM_V3D_EXT_ID_CPU_TIMESTAMP_QUERY 0x03 #define DRM_V3D_EXT_ID_CPU_RESET_TIMESTAMP_QUERY 0x04 #define DRM_V3D_EXT_ID_CPU_COPY_TIMESTAMP_QUERY 0x05 #define DRM_V3D_EXT_ID_CPU_RESET_PERFORMANCE_QUERY 0x06 #define DRM_V3D_EXT_ID_CPU_COPY_PERFORMANCE_QUERY 0x07
__u32 flags; /* mbz */
};
/* struct drm_v3d_sem - wait/signal semaphore * * If binary semaphore, it only takes syncobj handle and ignores flags and * point fields. Point is defined for timeline syncobj feature.
*/ struct drm_v3d_sem {
__u32 handle; /* syncobj */ /* rsv below, for future uses */
__u32 flags;
__u64 point; /* for timeline sem support */
__u64 mbz[2]; /* must be zero, rsv */
};
/* Enum for each of the V3D queues. */ enum v3d_queue {
V3D_BIN,
V3D_RENDER,
V3D_TFU,
V3D_CSD,
V3D_CACHE_CLEAN,
V3D_CPU,
};
/** * struct drm_v3d_multi_sync - ioctl extension to add support multiples * syncobjs for commands submission. * * When an extension of DRM_V3D_EXT_ID_MULTI_SYNC id is defined, it points to * this extension to define wait and signal dependencies, instead of single * in/out sync entries on submitting commands. The field flags is used to * determine the stage to set wait dependencies.
*/ struct drm_v3d_multi_sync { struct drm_v3d_extension base; /* Array of wait and signal semaphores */
__u64 in_syncs;
__u64 out_syncs;
/* Number of entries */
__u32 in_sync_count;
__u32 out_sync_count;
/* set the stage (v3d_queue) to sync */
__u32 wait_stage;
__u32 pad; /* mbz */
};
/** * 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. * * The L1T, slice, L2C, L2T, and GCA caches will be flushed before * each CL executes. The VCD cache should be flushed (if necessary) * by the submitted CLs. The TLB writes are guaranteed to have been * flushed by the time the render done IRQ happens, which is the * trigger for out_sync. Any dirtying of cachelines by the job (only * possible using TMU writes) must be flushed by the caller using the * DRM_V3D_SUBMIT_CL_FLUSH_CACHE_FLAG flag.
*/ 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;
/* DRM_V3D_SUBMIT_* properties */
__u32 flags;
/* ID of the perfmon to attach to this job. 0 means no perfmon. */
__u32 perfmon_id;
__u32 pad;
/* Pointer to an array of ioctl extensions*/
__u64 extensions;
};
/** * 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;
};
/** * 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;
__u32 flags;
/* Pointer to an array of ioctl extensions*/
__u64 extensions;
struct {
__u32 ioc;
__u32 pad;
} v71;
};
/* Submits a compute shader for dispatch. This job will block on any * previous compute shaders submitted on this fd, and any other * synchronization must be performed with in_sync/out_sync.
*/ struct drm_v3d_submit_csd {
__u32 cfg[7];
__u32 coef[4];
/* 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;
/* sync object to block on before running the CSD job. Each * CSD job will execute in the order submitted to its FD. * Synchronization against rendering/TFU jobs or CSD from * other fds requires using sync objects.
*/
__u32 in_sync; /* Sync object to signal when the CSD job is done. */
__u32 out_sync;
/* ID of the perfmon to attach to this job. 0 means no perfmon. */
__u32 perfmon_id;
/* Pointer to an array of ioctl extensions*/
__u64 extensions;
__u32 flags;
__u32 pad;
};
/** * struct drm_v3d_indirect_csd - ioctl extension for the CPU job to create an * indirect CSD * * When an extension of DRM_V3D_EXT_ID_CPU_INDIRECT_CSD id is defined, it * points to this extension to define a indirect CSD submission. It creates a * CPU job linked to a CSD job. The CPU job waits for the indirect CSD * dependencies and, once they are signaled, it updates the CSD job config * before allowing the CSD job execution.
*/ struct drm_v3d_indirect_csd { struct drm_v3d_extension base;
/* Handle of the indirect BO, that should be also attached to the * indirect CSD.
*/
__u32 indirect;
/* Offset within the BO where the workgroup counts are stored */
__u32 offset;
/* Workgroups size */
__u32 wg_size;
/* Indices of the uniforms with the workgroup dispatch counts * in the uniform stream. If the uniform rewrite is not needed, * the offset must be 0xffffffff.
*/
__u32 wg_uniform_offsets[3];
};
/** * struct drm_v3d_timestamp_query - ioctl extension for the CPU job to calculate * a timestamp query * * When an extension DRM_V3D_EXT_ID_TIMESTAMP_QUERY is defined, it points to * this extension to define a timestamp query submission. This CPU job will * calculate the timestamp query and update the query value within the * timestamp BO. Moreover, it will signal the timestamp syncobj to indicate * query availability.
*/ struct drm_v3d_timestamp_query { struct drm_v3d_extension base;
/* Array of queries' offsets within the timestamp BO for their value */
__u64 offsets;
/* Array of timestamp's syncobjs to indicate its availability */
__u64 syncs;
/* Number of queries */
__u32 count;
/* mbz */
__u32 pad;
};
/** * struct drm_v3d_reset_timestamp_query - ioctl extension for the CPU job to * reset timestamp queries * * When an extension DRM_V3D_EXT_ID_CPU_RESET_TIMESTAMP_QUERY is defined, it * points to this extension to define a reset timestamp submission. This CPU * job will reset the timestamp queries based on value offset of the first * query. Moreover, it will reset the timestamp syncobj to reset query * availability.
*/ struct drm_v3d_reset_timestamp_query { struct drm_v3d_extension base;
/* Array of timestamp's syncobjs to indicate its availability */
__u64 syncs;
/* Offset of the first query within the timestamp BO for its value */
__u32 offset;
/* Number of queries */
__u32 count;
};
/** * struct drm_v3d_copy_timestamp_query - ioctl extension for the CPU job to copy * query results to a buffer * * When an extension DRM_V3D_EXT_ID_CPU_COPY_TIMESTAMP_QUERY is defined, it * points to this extension to define a copy timestamp query submission. This * CPU job will copy the timestamp queries results to a BO with the offset * and stride defined in the extension.
*/ struct drm_v3d_copy_timestamp_query { struct drm_v3d_extension base;
/* Define if should write to buffer using 64 or 32 bits */
__u8 do_64bit;
/* Define if it can write to buffer even if the query is not available */
__u8 do_partial;
/* Define if it should write availability bit to buffer */
__u8 availability_bit;
/* mbz */
__u8 pad;
/* Offset of the buffer in the BO */
__u32 offset;
/* Stride of the buffer in the BO */
__u32 stride;
/* Number of queries */
__u32 count;
/* Array of queries' offsets within the timestamp BO for their value */
__u64 offsets;
/* Array of timestamp's syncobjs to indicate its availability */
__u64 syncs;
};
/** * struct drm_v3d_reset_performance_query - ioctl extension for the CPU job to * reset performance queries * * When an extension DRM_V3D_EXT_ID_CPU_RESET_PERFORMANCE_QUERY is defined, it * points to this extension to define a reset performance submission. This CPU * job will reset the performance queries by resetting the values of the * performance monitors. Moreover, it will reset the syncobj to reset query * availability.
*/ struct drm_v3d_reset_performance_query { struct drm_v3d_extension base;
/* Array of performance queries's syncobjs to indicate its availability */
__u64 syncs;
/* Number of queries */
__u32 count;
/* Number of performance monitors */
__u32 nperfmons;
/* Array of u64 user-pointers that point to an array of kperfmon_ids */
__u64 kperfmon_ids;
};
/** * struct drm_v3d_copy_performance_query - ioctl extension for the CPU job to copy * performance query results to a buffer * * When an extension DRM_V3D_EXT_ID_CPU_COPY_PERFORMANCE_QUERY is defined, it * points to this extension to define a copy performance query submission. This * CPU job will copy the performance queries results to a BO with the offset * and stride defined in the extension.
*/ struct drm_v3d_copy_performance_query { struct drm_v3d_extension base;
/* Define if should write to buffer using 64 or 32 bits */
__u8 do_64bit;
/* Define if it can write to buffer even if the query is not available */
__u8 do_partial;
/* Define if it should write availability bit to buffer */
__u8 availability_bit;
/* mbz */
__u8 pad;
/* Offset of the buffer in the BO */
__u32 offset;
/* Stride of the buffer in the BO */
__u32 stride;
/* Number of performance monitors */
__u32 nperfmons;
/* Number of performance counters related to this query pool */
__u32 ncounters;
/* Number of queries */
__u32 count;
/* Array of performance queries's syncobjs to indicate its availability */
__u64 syncs;
/* Array of u64 user-pointers that point to an array of kperfmon_ids */
__u64 kperfmon_ids;
};
struct drm_v3d_submit_cpu { /* Pointer to a u32 array of the BOs that are referenced by the job. * * For DRM_V3D_EXT_ID_CPU_INDIRECT_CSD, it must contain only one BO, * that contains the workgroup counts. * * For DRM_V3D_EXT_ID_TIMESTAMP_QUERY, it must contain only one BO, * that will contain the timestamp. * * For DRM_V3D_EXT_ID_CPU_RESET_TIMESTAMP_QUERY, it must contain only * one BO, that contains the timestamp. * * For DRM_V3D_EXT_ID_CPU_COPY_TIMESTAMP_QUERY, it must contain two * BOs. The first is the BO where the timestamp queries will be written * to. The second is the BO that contains the timestamp. * * For DRM_V3D_EXT_ID_CPU_RESET_PERFORMANCE_QUERY, it must contain no * BOs. * * For DRM_V3D_EXT_ID_CPU_COPY_PERFORMANCE_QUERY, it must contain one * BO, where the performance queries will be written.
*/
__u64 bo_handles;
/* Number of BO handles passed in (size is that times 4). */
__u32 bo_handle_count;
__u32 flags;
/* Pointer to an array of ioctl extensions*/
__u64 extensions;
};
/* The performance counters index represented by this enum are deprecated and * must no longer be used. These counters are only valid for V3D 4.2. * * In order to check for performance counter information, * use DRM_IOCTL_V3D_PERFMON_GET_COUNTER. * * Don't use V3D_PERFCNT_NUM to retrieve the maximum number of performance * counters. You should use DRM_IOCTL_V3D_GET_PARAM with the following * parameter: DRM_V3D_PARAM_MAX_PERF_COUNTERS.
*/ enum {
V3D_PERFCNT_FEP_VALID_PRIMTS_NO_PIXELS,
V3D_PERFCNT_FEP_VALID_PRIMS,
V3D_PERFCNT_FEP_EZ_NFCLIP_QUADS,
V3D_PERFCNT_FEP_VALID_QUADS,
V3D_PERFCNT_TLB_QUADS_STENCIL_FAIL,
V3D_PERFCNT_TLB_QUADS_STENCILZ_FAIL,
V3D_PERFCNT_TLB_QUADS_STENCILZ_PASS,
V3D_PERFCNT_TLB_QUADS_ZERO_COV,
V3D_PERFCNT_TLB_QUADS_NONZERO_COV,
V3D_PERFCNT_TLB_QUADS_WRITTEN,
V3D_PERFCNT_PTB_PRIM_VIEWPOINT_DISCARD,
V3D_PERFCNT_PTB_PRIM_CLIP,
V3D_PERFCNT_PTB_PRIM_REV,
V3D_PERFCNT_QPU_IDLE_CYCLES,
V3D_PERFCNT_QPU_ACTIVE_CYCLES_VERTEX_COORD_USER,
V3D_PERFCNT_QPU_ACTIVE_CYCLES_FRAG,
V3D_PERFCNT_QPU_CYCLES_VALID_INSTR,
V3D_PERFCNT_QPU_CYCLES_TMU_STALL,
V3D_PERFCNT_QPU_CYCLES_SCOREBOARD_STALL,
V3D_PERFCNT_QPU_CYCLES_VARYINGS_STALL,
V3D_PERFCNT_QPU_IC_HIT,
V3D_PERFCNT_QPU_IC_MISS,
V3D_PERFCNT_QPU_UC_HIT,
V3D_PERFCNT_QPU_UC_MISS,
V3D_PERFCNT_TMU_TCACHE_ACCESS,
V3D_PERFCNT_TMU_TCACHE_MISS,
V3D_PERFCNT_VPM_VDW_STALL,
V3D_PERFCNT_VPM_VCD_STALL,
V3D_PERFCNT_BIN_ACTIVE,
V3D_PERFCNT_RDR_ACTIVE,
V3D_PERFCNT_L2T_HITS,
V3D_PERFCNT_L2T_MISSES,
V3D_PERFCNT_CYCLE_COUNT,
V3D_PERFCNT_QPU_CYCLES_STALLED_VERTEX_COORD_USER,
V3D_PERFCNT_QPU_CYCLES_STALLED_FRAGMENT,
V3D_PERFCNT_PTB_PRIMS_BINNED,
V3D_PERFCNT_AXI_WRITES_WATCH_0,
V3D_PERFCNT_AXI_READS_WATCH_0,
V3D_PERFCNT_AXI_WRITE_STALLS_WATCH_0,
V3D_PERFCNT_AXI_READ_STALLS_WATCH_0,
V3D_PERFCNT_AXI_WRITE_BYTES_WATCH_0,
V3D_PERFCNT_AXI_READ_BYTES_WATCH_0,
V3D_PERFCNT_AXI_WRITES_WATCH_1,
V3D_PERFCNT_AXI_READS_WATCH_1,
V3D_PERFCNT_AXI_WRITE_STALLS_WATCH_1,
V3D_PERFCNT_AXI_READ_STALLS_WATCH_1,
V3D_PERFCNT_AXI_WRITE_BYTES_WATCH_1,
V3D_PERFCNT_AXI_READ_BYTES_WATCH_1,
V3D_PERFCNT_TLB_PARTIAL_QUADS,
V3D_PERFCNT_TMU_CONFIG_ACCESSES,
V3D_PERFCNT_L2T_NO_ID_STALL,
V3D_PERFCNT_L2T_COM_QUE_STALL,
V3D_PERFCNT_L2T_TMU_WRITES,
V3D_PERFCNT_TMU_ACTIVE_CYCLES,
V3D_PERFCNT_TMU_STALLED_CYCLES,
V3D_PERFCNT_CLE_ACTIVE,
V3D_PERFCNT_L2T_TMU_READS,
V3D_PERFCNT_L2T_CLE_READS,
V3D_PERFCNT_L2T_VCD_READS,
V3D_PERFCNT_L2T_TMUCFG_READS,
V3D_PERFCNT_L2T_SLC0_READS,
V3D_PERFCNT_L2T_SLC1_READS,
V3D_PERFCNT_L2T_SLC2_READS,
V3D_PERFCNT_L2T_TMU_W_MISSES,
V3D_PERFCNT_L2T_TMU_R_MISSES,
V3D_PERFCNT_L2T_CLE_MISSES,
V3D_PERFCNT_L2T_VCD_MISSES,
V3D_PERFCNT_L2T_TMUCFG_MISSES,
V3D_PERFCNT_L2T_SLC0_MISSES,
V3D_PERFCNT_L2T_SLC1_MISSES,
V3D_PERFCNT_L2T_SLC2_MISSES,
V3D_PERFCNT_CORE_MEM_WRITES,
V3D_PERFCNT_L2T_MEM_WRITES,
V3D_PERFCNT_PTB_MEM_WRITES,
V3D_PERFCNT_TLB_MEM_WRITES,
V3D_PERFCNT_CORE_MEM_READS,
V3D_PERFCNT_L2T_MEM_READS,
V3D_PERFCNT_PTB_MEM_READS,
V3D_PERFCNT_PSE_MEM_READS,
V3D_PERFCNT_TLB_MEM_READS,
V3D_PERFCNT_GMP_MEM_READS,
V3D_PERFCNT_PTB_W_MEM_WORDS,
V3D_PERFCNT_TLB_W_MEM_WORDS,
V3D_PERFCNT_PSE_R_MEM_WORDS,
V3D_PERFCNT_TLB_R_MEM_WORDS,
V3D_PERFCNT_TMU_MRU_HITS,
V3D_PERFCNT_COMPUTE_ACTIVE,
V3D_PERFCNT_NUM,
};
/* * Returns the values of the performance counters tracked by this * perfmon (as an array of ncounters u64 values). * * No implicit synchronization is performed, so the user has to * guarantee that any jobs using this perfmon have already been * completed (probably by blocking on the seqno returned by the * last exec that used the perfmon).
*/ struct drm_v3d_perfmon_get_values {
__u32 id;
__u32 pad;
__u64 values_ptr;
};
/** * struct drm_v3d_perfmon_get_counter - ioctl to get the description of a * performance counter * * As userspace needs to retrieve information about the performance counters * available, this IOCTL allows users to get information about a performance * counter (name, category and description).
*/ struct drm_v3d_perfmon_get_counter { /* * Counter ID * * Must be smaller than the maximum number of performance counters, which * can be retrieve through DRM_V3D_PARAM_MAX_PERF_COUNTERS.
*/
__u8 counter;
/* Name of the counter */
__u8 name[DRM_V3D_PERFCNT_MAX_NAME];
/* Category of the counter */
__u8 category[DRM_V3D_PERFCNT_MAX_CATEGORY];
/* Description of the counter */
__u8 description[DRM_V3D_PERFCNT_MAX_DESCRIPTION];
/* mbz */
__u8 reserved[7];
};
#define DRM_V3D_PERFMON_CLEAR_GLOBAL 0x0001
/** * struct drm_v3d_perfmon_set_global - ioctl to define a global performance * monitor * * The global performance monitor will be used for all jobs. If a global * performance monitor is defined, jobs with a self-defined performance * monitor won't be allowed.
*/ struct drm_v3d_perfmon_set_global {
__u32 flags;
__u32 id;
};
#ifdefined(__cplusplus)
} #endif
#endif/* _V3D_DRM_H_ */
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