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/*
* Copyright © 2014 - 2015 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 _UAPI_VC4_DRM_H_
# define _UAPI_VC4_DRM_H_
# include "drm.h"
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# if defined(__cplusplus)
extern " C " {
# endif
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# define DRM_VC4_SUBMIT_CL 0x00
# define DRM_VC4_WAIT_SEQNO 0x01
# define DRM_VC4_WAIT_BO 0x02
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# define DRM_VC4_CREATE_BO 0x03
# define DRM_VC4_MMAP_BO 0x04
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# define DRM_VC4_CREATE_SHADER_BO 0x05
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# define DRM_VC4_GET_HANG_STATE 0x06
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# define DRM_VC4_GET_PARAM 0x07
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# define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
# define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
# define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
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# define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
# define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
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# define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
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# define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
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# define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
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struct drm_vc4_submit_rcl_surface {
__u32 hindex ; /* Handle index, or ~0 if not present. */
__u32 offset ; /* Offset to start of buffer. */
/*
* Bits for either render config ( color_write ) or load / store packet .
* Bits should all be 0 for MSAA load / stores .
*/
__u16 bits ;
# define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0)
__u16 flags ;
} ;
/**
* struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3 D
* engine .
*
* Drivers typically use GPU BOs to store batchbuffers / command lists and
* their associated state . However , because the VC4 lacks an MMU , we have to
* do validation of memory accesses by the GPU commands . If we were to store
* our commands in BOs , we ' d need to do uncached readback from them to do the
* validation process , which is too expensive . Instead , userspace accumulates
* commands and associated state in plain memory , then the kernel copies the
* data to its own address space , and then validates and stores it in a GPU
* BO .
*/
struct drm_vc4_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 .
*/
__u64 bin_cl ;
/* Pointer to the shader records.
*
* Shader records are the structures read by the hardware that contain
* pointers to uniforms , shaders , and vertex attributes . The
* reference to the shader record has enough information to determine
* how many pointers are necessary ( fixed number for shaders / uniforms ,
* and an attribute count ) , so those BO indices into bo_handles are
* just stored as __u32s before each shader record passed in .
*/
__u64 shader_rec ;
/* Pointer to uniform data and texture handles for the textures
* referenced by the shader .
*
* For each shader state record , there is a set of uniform data in the
* order referenced by the record ( FS , VS , then CS ) . Each set of
* uniform data has a __u32 index into bo_handles per texture
* sample operation , in the order the QPU_W_TMUn_S writes appear in
* the program . Following the texture BO handle indices is the actual
* uniform data .
*
* The individual uniform state blocks don ' t have sizes passed in ,
* because the kernel has to determine the sizes anyway during shader
* code validation .
*/
__u64 uniforms ;
__u64 bo_handles ;
/* Size in bytes of the binner command list. */
__u32 bin_cl_size ;
/* Size in bytes of the set of shader records. */
__u32 shader_rec_size ;
/* Number of shader records.
*
* This could just be computed from the contents of shader_records and
* the address bits of references to them from the bin CL , but it
* keeps the kernel from having to resize some allocations it makes .
*/
__u32 shader_rec_count ;
/* Size in bytes of the uniform state. */
__u32 uniforms_size ;
/* Number of BO handles passed in (size is that times 4). */
__u32 bo_handle_count ;
/* RCL setup: */
__u16 width ;
__u16 height ;
__u8 min_x_tile ;
__u8 min_y_tile ;
__u8 max_x_tile ;
__u8 max_y_tile ;
struct drm_vc4_submit_rcl_surface color_read ;
struct drm_vc4_submit_rcl_surface color_write ;
struct drm_vc4_submit_rcl_surface zs_read ;
struct drm_vc4_submit_rcl_surface zs_write ;
struct drm_vc4_submit_rcl_surface msaa_color_write ;
struct drm_vc4_submit_rcl_surface msaa_zs_write ;
__u32 clear_color [ 2 ] ;
__u32 clear_z ;
__u8 clear_s ;
__u32 pad : 24 ;
# define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0)
__u32 flags ;
/* Returned value of the seqno of this render job (for the
* wait ioctl ) .
*/
__u64 seqno ;
} ;
/**
* struct drm_vc4_wait_seqno - ioctl argument for waiting for
* DRM_VC4_SUBMIT_CL completion using its returned seqno .
*
* timeout_ns is the timeout in nanoseconds , where " 0 " means " don't
* block , just return the status . "
*/
struct drm_vc4_wait_seqno {
__u64 seqno ;
__u64 timeout_ns ;
} ;
/**
* struct drm_vc4_wait_bo - ioctl argument for waiting for
* completion of the last DRM_VC4_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_vc4_wait_bo {
__u32 handle ;
__u32 pad ;
__u64 timeout_ns ;
} ;
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/**
* struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs .
*
* There are currently no values for the flags argument , but it may be
* used in a future extension .
*/
struct drm_vc4_create_bo {
__u32 size ;
__u32 flags ;
/** Returned GEM handle for the BO. */
__u32 handle ;
__u32 pad ;
} ;
/**
* struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 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_vc4_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 ;
} ;
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/**
* struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
* shader BOs .
*
* Since allowing a shader to be overwritten while it ' s also being
* executed from would allow privlege escalation , shaders must be
* created using this ioctl , and they can ' t be mmapped later .
*/
struct drm_vc4_create_shader_bo {
/* Size of the data argument. */
__u32 size ;
/* Flags, currently must be 0. */
__u32 flags ;
/* Pointer to the data. */
__u64 data ;
/** Returned GEM handle for the BO. */
__u32 handle ;
/* Pad, must be 0. */
__u32 pad ;
} ;
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struct drm_vc4_get_hang_state_bo {
__u32 handle ;
__u32 paddr ;
__u32 size ;
__u32 pad ;
} ;
/**
* struct drm_vc4_hang_state - ioctl argument for collecting state
* from a GPU hang for analysis .
*/
struct drm_vc4_get_hang_state {
/** Pointer to array of struct drm_vc4_get_hang_state_bo. */
__u64 bo ;
/**
* On input , the size of the bo array . Output is the number
* of bos to be returned .
*/
__u32 bo_count ;
__u32 start_bin , start_render ;
__u32 ct0ca , ct0ea ;
__u32 ct1ca , ct1ea ;
__u32 ct0cs , ct1cs ;
__u32 ct0ra0 , ct1ra0 ;
__u32 bpca , bpcs ;
__u32 bpoa , bpos ;
__u32 vpmbase ;
__u32 dbge ;
__u32 fdbgo ;
__u32 fdbgb ;
__u32 fdbgr ;
__u32 fdbgs ;
__u32 errstat ;
/* Pad that we may save more registers into in the future. */
__u32 pad [ 16 ] ;
} ;
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# define DRM_VC4_PARAM_V3D_IDENT0 0
# define DRM_VC4_PARAM_V3D_IDENT1 1
# define DRM_VC4_PARAM_V3D_IDENT2 2
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# define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
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struct drm_vc4_get_param {
__u32 param ;
__u32 pad ;
__u64 value ;
} ;
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# if defined(__cplusplus)
}
# endif
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# endif /* _UAPI_VC4_DRM_H_ */