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#define DRM_VC4_GEM_MADVISE                       0x0b
  45#define DRM_VC4_PERFMON_CREATE                    0x0c
  46#define DRM_VC4_PERFMON_DESTROY                   0x0d
  47#define DRM_VC4_PERFMON_GET_VALUES                0x0e
  48
  49#define DRM_IOCTL_VC4_SUBMIT_CL           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
  50#define DRM_IOCTL_VC4_WAIT_SEQNO          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
  51#define DRM_IOCTL_VC4_WAIT_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
  52#define DRM_IOCTL_VC4_CREATE_BO           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
  53#define DRM_IOCTL_VC4_MMAP_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
  54#define DRM_IOCTL_VC4_CREATE_SHADER_BO    DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
  55#define DRM_IOCTL_VC4_GET_HANG_STATE      DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
  56#define DRM_IOCTL_VC4_GET_PARAM           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
  57#define DRM_IOCTL_VC4_SET_TILING          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SET_TILING, struct drm_vc4_set_tiling)
  58#define DRM_IOCTL_VC4_GET_TILING          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_TILING, struct drm_vc4_get_tiling)
  59#define DRM_IOCTL_VC4_LABEL_BO            DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_LABEL_BO, struct drm_vc4_label_bo)
  60#define DRM_IOCTL_VC4_GEM_MADVISE         DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GEM_MADVISE, struct drm_vc4_gem_madvise)
  61#define DRM_IOCTL_VC4_PERFMON_CREATE      DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_CREATE, struct drm_vc4_perfmon_create)
  62#define DRM_IOCTL_VC4_PERFMON_DESTROY     DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_DESTROY, struct drm_vc4_perfmon_destroy)
  63#define DRM_IOCTL_VC4_PERFMON_GET_VALUES  DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_GET_VALUES, struct drm_vc4_perfmon_get_values)
  64
  65struct drm_vc4_submit_rcl_surface {
  66        __u32 hindex; /* Handle index, or ~0 if not present. */
  67        __u32 offset; /* Offset to start of buffer. */
  68        /*
  69         * Bits for either render config (color_write) or load/store packet.
  70         * Bits should all be 0 for MSAA load/stores.
  71         */
  72        __u16 bits;
  73
  74#define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES         (1 << 0)
  75        __u16 flags;
  76};
  77
  78/**
  79 * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
  80 * engine.
  81 *
  82 * Drivers typically use GPU BOs to store batchbuffers / command lists and
  83 * their associated state.  However, because the VC4 lacks an MMU, we have to
  84 * do validation of memory accesses by the GPU commands.  If we were to store
  85 * our commands in BOs, we'd need to do uncached readback from them to do the
  86 * validation process, which is too expensive.  Instead, userspace accumulates
  87 * commands and associated state in plain memory, then the kernel copies the
  88 * data to its own address space, and then validates and stores it in a GPU
  89 * BO.
  90 */
  91struct drm_vc4_submit_cl {
  92        /* Pointer to the binner command list.
  93         *
  94         * This is the first set of commands executed, which runs the
  95         * coordinate shader to determine where primitives land on the screen,
  96         * then writes out the state updates and draw calls necessary per tile
  97         * to the tile allocation BO.
  98         */
  99        __u64 bin_cl;
 100
 101        /* Pointer to the shader records.
 102         *
 103         * Shader records are the structures read by the hardware that contain
 104         * pointers to uniforms, shaders, and vertex attributes.  The
 105         * reference to the shader record has enough information to determine
 106         * how many pointers are necessary (fixed number for shaders/uniforms,
 107         * and an attribute count), so those BO indices into bo_handles are
 108         * just stored as __u32s before each shader record passed in.
 109         */
 110        __u64 shader_rec;
 111
 112        /* Pointer to uniform data and texture handles for the textures
 113         * referenced by the shader.
 114         *
 115         * For each shader state record, there is a set of uniform data in the
 116         * order referenced by the record (FS, VS, then CS).  Each set of
 117         * uniform data has a __u32 index into bo_handles per texture
 118         * sample operation, in the order the QPU_W_TMUn_S writes appear in
 119         * the program.  Following the texture BO handle indices is the actual
 120         * uniform data.
 121         *
 122         * The individual uniform state blocks don't have sizes passed in,
 123         * because the kernel has to determine the sizes anyway during shader
 124         * code validation.
 125         */
 126        __u64 uniforms;
 127        __u64 bo_handles;
 128
 129        /* Size in bytes of the binner command list. */
 130        __u32 bin_cl_size;
 131        /* Size in bytes of the set of shader records. */
 132        __u32 shader_rec_size;
 133        /* Number of shader records.
 134         *
 135         * This could just be computed from the contents of shader_records and
 136         * the address bits of references to them from the bin CL, but it
 137         * keeps the kernel from having to resize some allocations it makes.
 138         */
 139        __u32 shader_rec_count;
 140        /* Size in bytes of the uniform state. */
 141        __u32 uniforms_size;
 142
 143        /* Number of BO handles passed in (size is that times 4). */
 144        __u32 bo_handle_count;
 145
 146        /* RCL setup: */
 147        __u16 width;
 148        __u16 height;
 149        __u8 min_x_tile;
 150        __u8 min_y_tile;
 151        __u8 max_x_tile;
 152        __u8 max_y_tile;
 153        struct drm_vc4_submit_rcl_surface color_read;
 154        struct drm_vc4_submit_rcl_surface color_write;
 155        struct drm_vc4_submit_rcl_surface zs_read;
 156        struct drm_vc4_submit_rcl_surface zs_write;
 157        struct drm_vc4_submit_rcl_surface msaa_color_write;
 158        struct drm_vc4_submit_rcl_surface msaa_zs_write;
 159        __u32 clear_color[2];
 160        __u32 clear_z;
 161        __u8 clear_s;
 162
 163        __u32 pad:24;
 164
 165#define VC4_SUBMIT_CL_USE_CLEAR_COLOR                   (1 << 0)
 166/* By default, the kernel gets to choose the order that the tiles are
 167 * rendered in.  If this is set, then the tiles will be rendered in a
 168 * raster order, with the right-to-left vs left-to-right and
 169 * top-to-bottom vs bottom-to-top dictated by
 170 * VC4_SUBMIT_CL_RCL_ORDER_INCREASING_*.  This allows overlapping
 171 * blits to be implemented using the 3D engine.
 172 */
 173#define VC4_SUBMIT_CL_FIXED_RCL_ORDER                   (1 << 1)
 174#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_X            (1 << 2)
 175#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_Y            (1 << 3)
 176        __u32 flags;
 177
 178        /* Returned value of the seqno of this render job (for the
 179         * wait ioctl).
 180         */
 181        __u64 seqno;
 182
 183        /* ID of the perfmon to attach to this job. 0 means no perfmon. */
 184        __u32 perfmonid;
 185
 186        /* Syncobj handle to wait on. If set, processing of this render job
 187         * will not start until the syncobj is signaled. 0 means ignore.
 188         */
 189        __u32 in_sync;
 190
 191        /* Syncobj handle to export fence to. If set, the fence in the syncobj
 192         * will be replaced with a fence that signals upon completion of this
 193         * render job. 0 means ignore.
 194         */
 195        __u32 out_sync;
 196
 197        __u32 pad2;
 198};
 199
 200/**
 201 * struct drm_vc4_wait_seqno - ioctl argument for waiting for
 202 * DRM_VC4_SUBMIT_CL completion using its returned seqno.
 203 *
 204 * timeout_ns is the timeout in nanoseconds, where "0" means "don't
 205 * block, just return the status."
 206 */
 207struct drm_vc4_wait_seqno {
 208        __u64 seqno;
 209        __u64 timeout_ns;
 210};
 211
 212/**
 213 * struct drm_vc4_wait_bo - ioctl argument for waiting for
 214 * completion of the last DRM_VC4_SUBMIT_CL on a BO.
 215 *
 216 * This is useful for cases where multiple processes might be
 217 * rendering to a BO and you want to wait for all rendering to be
 218 * completed.
 219 */
 220struct drm_vc4_wait_bo {
 221        __u32 handle;
 222        __u32 pad;
 223        __u64 timeout_ns;
 224};
 225
 226/**
 227 * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
 228 *
 229 * There are currently no values for the flags argument, but it may be
 230 * used in a future extension.
 231 */
 232struct drm_vc4_create_bo {
 233        __u32 size;
 234        __u32 flags;
 235        /** Returned GEM handle for the BO. */
 236        __u32 handle;
 237        __u32 pad;
 238};
 239
 240/**
 241 * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
 242 *
 243 * This doesn't actually perform an mmap.  Instead, it returns the
 244 * offset you need to use in an mmap on the DRM device node.  This
 245 * means that tools like valgrind end up knowing about the mapped
 246 * memory.
 247 *
 248 * There are currently no values for the flags argument, but it may be
 249 * used in a future extension.
 250 */
 251struct drm_vc4_mmap_bo {
 252        /** Handle for the object being mapped. */
 253        __u32 handle;
 254        __u32 flags;
 255        /** offset into the drm node to use for subsequent mmap call. */
 256        __u64 offset;
 257};
 258
 259/**
 260 * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
 261 * shader BOs.
 262 *
 263 * Since allowing a shader to be overwritten while it's also being
 264 * executed from would allow privlege escalation, shaders must be
 265 * created using this ioctl, and they can't be mmapped later.
 266 */
 267struct drm_vc4_create_shader_bo {
 268        /* Size of the data argument. */
 269        __u32 size;
 270        /* Flags, currently must be 0. */
 271        __u32 flags;
 272
 273        /* Pointer to the data. */
 274        __u64 data;
 275
 276        /** Returned GEM handle for the BO. */
 277        __u32 handle;
 278        /* Pad, must be 0. */
 279        __u32 pad;
 280};
 281
 282struct drm_vc4_get_hang_state_bo {
 283        __u32 handle;
 284        __u32 paddr;
 285        __u32 size;
 286        __u32 pad;
 287};
 288
 289/**
 290 * struct drm_vc4_hang_state - ioctl argument for collecting state
 291 * from a GPU hang for analysis.
 292*/
 293struct drm_vc4_get_hang_state {
 294        /** Pointer to array of struct drm_vc4_get_hang_state_bo. */
 295        __u64 bo;
 296        /**
 297         * On input, the size of the bo array.  Output is the number
 298         * of bos to be returned.
 299         */
 300        __u32 bo_count;
 301
 302        __u32 start_bin, start_render;
 303
 304        __u32 ct0ca, ct0ea;
 305        __u32 ct1ca, ct1ea;
 306        __u32 ct0cs, ct1cs;
 307        __u32 ct0ra0, ct1ra0;
 308
 309        __u32 bpca, bpcs;
 310        __u32 bpoa, bpos;
 311
 312        __u32 vpmbase;
 313
 314        __u32 dbge;
 315        __u32 fdbgo;
 316        __u32 fdbgb;
 317        __u32 fdbgr;
 318        __u32 fdbgs;
 319        __u32 errstat;
 320
 321        /* Pad that we may save more registers into in the future. */
 322        __u32 pad[16];
 323};
 324
 325#define DRM_VC4_PARAM_V3D_IDENT0                0
 326#define DRM_VC4_PARAM_V3D_IDENT1                1
 327#define DRM_VC4_PARAM_V3D_IDENT2                2
 328#define DRM_VC4_PARAM_SUPPORTS_BRANCHES         3
 329#define DRM_VC4_PARAM_SUPPORTS_ETC1             4
 330#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS      5
 331#define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER  6
 332#define DRM_VC4_PARAM_SUPPORTS_MADVISE          7
 333#define DRM_VC4_PARAM_SUPPORTS_PERFMON          8
 334
 335struct drm_vc4_get_param {
 336        __u32 param;
 337        __u32 pad;
 338        __u64 value;
 339};
 340
 341struct drm_vc4_get_tiling {
 342        __u32 handle;
 343        __u32 flags;
 344        __u64 modifier;
 345};
 346
 347struct drm_vc4_set_tiling {
 348        __u32 handle;
 349        __u32 flags;
 350        __u64 modifier;
 351};
 352
 353/**
 354 * struct drm_vc4_label_bo - Attach a name to a BO for debug purposes.
 355 */
 356struct drm_vc4_label_bo {
 357        __u32 handle;
 358        __u32 len;
 359        __u64 name;
 360};
 361
 362/*
 363 * States prefixed with '__' are internal states and cannot be passed to the
 364 * DRM_IOCTL_VC4_GEM_MADVISE ioctl.
 365 */
 366#define VC4_MADV_WILLNEED                       0
 367#define VC4_MADV_DONTNEED                       1
 368#define __VC4_MADV_PURGED                       2
 369#define __VC4_MADV_NOTSUPP                      3
 370
 371struct drm_vc4_gem_madvise {
 372        __u32 handle;
 373        __u32 madv;
 374        __u32 retained;
 375        __u32 pad;
 376};
 377
 378enum {
 379        VC4_PERFCNT_FEP_VALID_PRIMS_NO_RENDER,
 380        VC4_PERFCNT_FEP_VALID_PRIMS_RENDER,
 381        VC4_PERFCNT_FEP_CLIPPED_QUADS,
 382        VC4_PERFCNT_FEP_VALID_QUADS,
 383        VC4_PERFCNT_TLB_QUADS_NOT_PASSING_STENCIL,
 384        VC4_PERFCNT_TLB_QUADS_NOT_PASSING_Z_AND_STENCIL,
 385        VC4_PERFCNT_TLB_QUADS_PASSING_Z_AND_STENCIL,
 386        VC4_PERFCNT_TLB_QUADS_ZERO_COVERAGE,
 387        VC4_PERFCNT_TLB_QUADS_NON_ZERO_COVERAGE,
 388        VC4_PERFCNT_TLB_QUADS_WRITTEN_TO_COLOR_BUF,
 389        VC4_PERFCNT_PLB_PRIMS_OUTSIDE_VIEWPORT,
 390        VC4_PERFCNT_PLB_PRIMS_NEED_CLIPPING,
 391        VC4_PERFCNT_PSE_PRIMS_REVERSED,
 392        VC4_PERFCNT_QPU_TOTAL_IDLE_CYCLES,
 393        VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_VERTEX_COORD_SHADING,
 394        VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_FRAGMENT_SHADING,
 395        VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_EXEC_VALID_INST,
 396        VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_TMUS,
 397        VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_SCOREBOARD,
 398        VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_VARYINGS,
 399        VC4_PERFCNT_QPU_TOTAL_INST_CACHE_HIT,
 400        VC4_PERFCNT_QPU_TOTAL_INST_CACHE_MISS,
 401        VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_HIT,
 402        VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_MISS,
 403        VC4_PERFCNT_TMU_TOTAL_TEXT_QUADS_PROCESSED,
 404        VC4_PERFCNT_TMU_TOTAL_TEXT_CACHE_MISS,
 405        VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VDW_STALLED,
 406        VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VCD_STALLED,
 407        VC4_PERFCNT_L2C_TOTAL_L2_CACHE_HIT,
 408        VC4_PERFCNT_L2C_TOTAL_L2_CACHE_MISS,
 409        VC4_PERFCNT_NUM_EVENTS,
 410};
 411
 412#define DRM_VC4_MAX_PERF_COUNTERS       16
 413
 414struct drm_vc4_perfmon_create {
 415        __u32 id;
 416        __u32 ncounters;
 417        __u8 events[DRM_VC4_MAX_PERF_COUNTERS];
 418};
 419
 420struct drm_vc4_perfmon_destroy {
 421        __u32 id;
 422};
 423
 424/*
 425 * Returns the values of the performance counters tracked by this
 426 * perfmon (as an array of ncounters u64 values).
 427 *
 428 * No implicit synchronization is performed, so the user has to
 429 * guarantee that any jobs using this perfmon have already been
 430 * completed  (probably by blocking on the seqno returned by the
 431 * last exec that used the perfmon).
 432 */
 433struct drm_vc4_perfmon_get_values {
 434        __u32 id;
 435        __u64 values_ptr;
 436};
 437
 438#if defined(__cplusplus)
 439}
 440#endif
 441
 442#endif /* _UAPI_VC4_DRM_H_ */
 443