linux/include/uapi/drm/vc4_drm.h
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   1/*
   2 * Copyright © 2014-2015 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 _UAPI_VC4_DRM_H_
  25#define _UAPI_VC4_DRM_H_
  26
  27#include "drm.h"
  28
  29#if defined(__cplusplus)
  30extern "C" {
  31#endif
  32
  33#define DRM_VC4_SUBMIT_CL                         0x00
  34#define DRM_VC4_WAIT_SEQNO                        0x01
  35#define DRM_VC4_WAIT_BO                           0x02
  36#define DRM_VC4_CREATE_BO                         0x03
  37#define DRM_VC4_MMAP_BO                           0x04
  38#define DRM_VC4_CREATE_SHADER_BO                  0x05
  39#define DRM_VC4_GET_HANG_STATE                    0x06
  40#define DRM_VC4_GET_PARAM                         0x07
  41#define DRM_VC4_SET_TILING                        0x08
  42#define DRM_VC4_GET_TILING                        0x09
  43#define DRM_VC4_LABEL_BO                          0x0a
  44
  45#define DRM_IOCTL_VC4_SUBMIT_CL           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
  46#define DRM_IOCTL_VC4_WAIT_SEQNO          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
  47#define DRM_IOCTL_VC4_WAIT_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
  48#define DRM_IOCTL_VC4_CREATE_BO           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
  49#define DRM_IOCTL_VC4_MMAP_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
  50#define DRM_IOCTL_VC4_CREATE_SHADER_BO    DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
  51#define DRM_IOCTL_VC4_GET_HANG_STATE      DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
  52#define DRM_IOCTL_VC4_GET_PARAM           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
  53#define DRM_IOCTL_VC4_SET_TILING          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SET_TILING, struct drm_vc4_set_tiling)
  54#define DRM_IOCTL_VC4_GET_TILING          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_TILING, struct drm_vc4_get_tiling)
  55#define DRM_IOCTL_VC4_LABEL_BO            DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_LABEL_BO, struct drm_vc4_label_bo)
  56
  57struct drm_vc4_submit_rcl_surface {
  58        __u32 hindex; /* Handle index, or ~0 if not present. */
  59        __u32 offset; /* Offset to start of buffer. */
  60        /*
  61         * Bits for either render config (color_write) or load/store packet.
  62         * Bits should all be 0 for MSAA load/stores.
  63         */
  64        __u16 bits;
  65
  66#define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES         (1 << 0)
  67        __u16 flags;
  68};
  69
  70/**
  71 * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
  72 * engine.
  73 *
  74 * Drivers typically use GPU BOs to store batchbuffers / command lists and
  75 * their associated state.  However, because the VC4 lacks an MMU, we have to
  76 * do validation of memory accesses by the GPU commands.  If we were to store
  77 * our commands in BOs, we'd need to do uncached readback from them to do the
  78 * validation process, which is too expensive.  Instead, userspace accumulates
  79 * commands and associated state in plain memory, then the kernel copies the
  80 * data to its own address space, and then validates and stores it in a GPU
  81 * BO.
  82 */
  83struct drm_vc4_submit_cl {
  84        /* Pointer to the binner command list.
  85         *
  86         * This is the first set of commands executed, which runs the
  87         * coordinate shader to determine where primitives land on the screen,
  88         * then writes out the state updates and draw calls necessary per tile
  89         * to the tile allocation BO.
  90         */
  91        __u64 bin_cl;
  92
  93        /* Pointer to the shader records.
  94         *
  95         * Shader records are the structures read by the hardware that contain
  96         * pointers to uniforms, shaders, and vertex attributes.  The
  97         * reference to the shader record has enough information to determine
  98         * how many pointers are necessary (fixed number for shaders/uniforms,
  99         * and an attribute count), so those BO indices into bo_handles are
 100         * just stored as __u32s before each shader record passed in.
 101         */
 102        __u64 shader_rec;
 103
 104        /* Pointer to uniform data and texture handles for the textures
 105         * referenced by the shader.
 106         *
 107         * For each shader state record, there is a set of uniform data in the
 108         * order referenced by the record (FS, VS, then CS).  Each set of
 109         * uniform data has a __u32 index into bo_handles per texture
 110         * sample operation, in the order the QPU_W_TMUn_S writes appear in
 111         * the program.  Following the texture BO handle indices is the actual
 112         * uniform data.
 113         *
 114         * The individual uniform state blocks don't have sizes passed in,
 115         * because the kernel has to determine the sizes anyway during shader
 116         * code validation.
 117         */
 118        __u64 uniforms;
 119        __u64 bo_handles;
 120
 121        /* Size in bytes of the binner command list. */
 122        __u32 bin_cl_size;
 123        /* Size in bytes of the set of shader records. */
 124        __u32 shader_rec_size;
 125        /* Number of shader records.
 126         *
 127         * This could just be computed from the contents of shader_records and
 128         * the address bits of references to them from the bin CL, but it
 129         * keeps the kernel from having to resize some allocations it makes.
 130         */
 131        __u32 shader_rec_count;
 132        /* Size in bytes of the uniform state. */
 133        __u32 uniforms_size;
 134
 135        /* Number of BO handles passed in (size is that times 4). */
 136        __u32 bo_handle_count;
 137
 138        /* RCL setup: */
 139        __u16 width;
 140        __u16 height;
 141        __u8 min_x_tile;
 142        __u8 min_y_tile;
 143        __u8 max_x_tile;
 144        __u8 max_y_tile;
 145        struct drm_vc4_submit_rcl_surface color_read;
 146        struct drm_vc4_submit_rcl_surface color_write;
 147        struct drm_vc4_submit_rcl_surface zs_read;
 148        struct drm_vc4_submit_rcl_surface zs_write;
 149        struct drm_vc4_submit_rcl_surface msaa_color_write;
 150        struct drm_vc4_submit_rcl_surface msaa_zs_write;
 151        __u32 clear_color[2];
 152        __u32 clear_z;
 153        __u8 clear_s;
 154
 155        __u32 pad:24;
 156
 157#define VC4_SUBMIT_CL_USE_CLEAR_COLOR                   (1 << 0)
 158/* By default, the kernel gets to choose the order that the tiles are
 159 * rendered in.  If this is set, then the tiles will be rendered in a
 160 * raster order, with the right-to-left vs left-to-right and
 161 * top-to-bottom vs bottom-to-top dictated by
 162 * VC4_SUBMIT_CL_RCL_ORDER_INCREASING_*.  This allows overlapping
 163 * blits to be implemented using the 3D engine.
 164 */
 165#define VC4_SUBMIT_CL_FIXED_RCL_ORDER                   (1 << 1)
 166#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_X            (1 << 2)
 167#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_Y            (1 << 3)
 168        __u32 flags;
 169
 170        /* Returned value of the seqno of this render job (for the
 171         * wait ioctl).
 172         */
 173        __u64 seqno;
 174};
 175
 176/**
 177 * struct drm_vc4_wait_seqno - ioctl argument for waiting for
 178 * DRM_VC4_SUBMIT_CL completion using its returned seqno.
 179 *
 180 * timeout_ns is the timeout in nanoseconds, where "0" means "don't
 181 * block, just return the status."
 182 */
 183struct drm_vc4_wait_seqno {
 184        __u64 seqno;
 185        __u64 timeout_ns;
 186};
 187
 188/**
 189 * struct drm_vc4_wait_bo - ioctl argument for waiting for
 190 * completion of the last DRM_VC4_SUBMIT_CL on a BO.
 191 *
 192 * This is useful for cases where multiple processes might be
 193 * rendering to a BO and you want to wait for all rendering to be
 194 * completed.
 195 */
 196struct drm_vc4_wait_bo {
 197        __u32 handle;
 198        __u32 pad;
 199        __u64 timeout_ns;
 200};
 201
 202/**
 203 * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
 204 *
 205 * There are currently no values for the flags argument, but it may be
 206 * used in a future extension.
 207 */
 208struct drm_vc4_create_bo {
 209        __u32 size;
 210        __u32 flags;
 211        /** Returned GEM handle for the BO. */
 212        __u32 handle;
 213        __u32 pad;
 214};
 215
 216/**
 217 * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
 218 *
 219 * This doesn't actually perform an mmap.  Instead, it returns the
 220 * offset you need to use in an mmap on the DRM device node.  This
 221 * means that tools like valgrind end up knowing about the mapped
 222 * memory.
 223 *
 224 * There are currently no values for the flags argument, but it may be
 225 * used in a future extension.
 226 */
 227struct drm_vc4_mmap_bo {
 228        /** Handle for the object being mapped. */
 229        __u32 handle;
 230        __u32 flags;
 231        /** offset into the drm node to use for subsequent mmap call. */
 232        __u64 offset;
 233};
 234
 235/**
 236 * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
 237 * shader BOs.
 238 *
 239 * Since allowing a shader to be overwritten while it's also being
 240 * executed from would allow privlege escalation, shaders must be
 241 * created using this ioctl, and they can't be mmapped later.
 242 */
 243struct drm_vc4_create_shader_bo {
 244        /* Size of the data argument. */
 245        __u32 size;
 246        /* Flags, currently must be 0. */
 247        __u32 flags;
 248
 249        /* Pointer to the data. */
 250        __u64 data;
 251
 252        /** Returned GEM handle for the BO. */
 253        __u32 handle;
 254        /* Pad, must be 0. */
 255        __u32 pad;
 256};
 257
 258struct drm_vc4_get_hang_state_bo {
 259        __u32 handle;
 260        __u32 paddr;
 261        __u32 size;
 262        __u32 pad;
 263};
 264
 265/**
 266 * struct drm_vc4_hang_state - ioctl argument for collecting state
 267 * from a GPU hang for analysis.
 268*/
 269struct drm_vc4_get_hang_state {
 270        /** Pointer to array of struct drm_vc4_get_hang_state_bo. */
 271        __u64 bo;
 272        /**
 273         * On input, the size of the bo array.  Output is the number
 274         * of bos to be returned.
 275         */
 276        __u32 bo_count;
 277
 278        __u32 start_bin, start_render;
 279
 280        __u32 ct0ca, ct0ea;
 281        __u32 ct1ca, ct1ea;
 282        __u32 ct0cs, ct1cs;
 283        __u32 ct0ra0, ct1ra0;
 284
 285        __u32 bpca, bpcs;
 286        __u32 bpoa, bpos;
 287
 288        __u32 vpmbase;
 289
 290        __u32 dbge;
 291        __u32 fdbgo;
 292        __u32 fdbgb;
 293        __u32 fdbgr;
 294        __u32 fdbgs;
 295        __u32 errstat;
 296
 297        /* Pad that we may save more registers into in the future. */
 298        __u32 pad[16];
 299};
 300
 301#define DRM_VC4_PARAM_V3D_IDENT0                0
 302#define DRM_VC4_PARAM_V3D_IDENT1                1
 303#define DRM_VC4_PARAM_V3D_IDENT2                2
 304#define DRM_VC4_PARAM_SUPPORTS_BRANCHES         3
 305#define DRM_VC4_PARAM_SUPPORTS_ETC1             4
 306#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS      5
 307#define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER  6
 308
 309struct drm_vc4_get_param {
 310        __u32 param;
 311        __u32 pad;
 312        __u64 value;
 313};
 314
 315struct drm_vc4_get_tiling {
 316        __u32 handle;
 317        __u32 flags;
 318        __u64 modifier;
 319};
 320
 321struct drm_vc4_set_tiling {
 322        __u32 handle;
 323        __u32 flags;
 324        __u64 modifier;
 325};
 326
 327/**
 328 * struct drm_vc4_label_bo - Attach a name to a BO for debug purposes.
 329 */
 330struct drm_vc4_label_bo {
 331        __u32 handle;
 332        __u32 len;
 333        __u64 name;
 334};
 335
 336#if defined(__cplusplus)
 337}
 338#endif
 339
 340#endif /* _UAPI_VC4_DRM_H_ */
 341