2015-01-17 20:33:17 +00:00
|
|
|
/*
|
|
|
|
* 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"
|
|
|
|
|
2016-04-07 18:36:57 +00:00
|
|
|
#if defined(__cplusplus)
|
|
|
|
extern "C" {
|
|
|
|
#endif
|
|
|
|
|
2015-11-30 20:13:37 +00:00
|
|
|
#define DRM_VC4_SUBMIT_CL 0x00
|
|
|
|
#define DRM_VC4_WAIT_SEQNO 0x01
|
|
|
|
#define DRM_VC4_WAIT_BO 0x02
|
2015-01-17 20:33:17 +00:00
|
|
|
#define DRM_VC4_CREATE_BO 0x03
|
|
|
|
#define DRM_VC4_MMAP_BO 0x04
|
2015-11-30 19:41:40 +00:00
|
|
|
#define DRM_VC4_CREATE_SHADER_BO 0x05
|
2015-10-30 17:09:02 +00:00
|
|
|
#define DRM_VC4_GET_HANG_STATE 0x06
|
2016-07-01 20:10:38 +00:00
|
|
|
#define DRM_VC4_GET_PARAM 0x07
|
2015-01-17 20:33:17 +00:00
|
|
|
|
2015-11-30 20:13:37 +00:00
|
|
|
#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)
|
2015-01-17 20:33:17 +00:00
|
|
|
#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)
|
2015-11-30 19:41:40 +00:00
|
|
|
#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
|
2015-10-30 17:09:02 +00:00
|
|
|
#define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
|
2016-07-01 20:10:38 +00:00
|
|
|
#define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
|
2015-01-17 20:33:17 +00:00
|
|
|
|
2015-11-30 20:13:37 +00:00
|
|
|
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 3D
|
|
|
|
* 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;
|
|
|
|
};
|
|
|
|
|
2015-01-17 20:33:17 +00:00
|
|
|
/**
|
|
|
|
* 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;
|
|
|
|
};
|
|
|
|
|
2015-11-30 19:41:40 +00:00
|
|
|
/**
|
|
|
|
* 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;
|
|
|
|
};
|
|
|
|
|
2015-10-30 17:09:02 +00:00
|
|
|
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];
|
|
|
|
};
|
|
|
|
|
2016-07-01 20:10:38 +00:00
|
|
|
#define DRM_VC4_PARAM_V3D_IDENT0 0
|
|
|
|
#define DRM_VC4_PARAM_V3D_IDENT1 1
|
|
|
|
#define DRM_VC4_PARAM_V3D_IDENT2 2
|
2016-07-02 21:14:27 +00:00
|
|
|
#define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
|
2016-07-01 20:10:38 +00:00
|
|
|
|
|
|
|
struct drm_vc4_get_param {
|
|
|
|
__u32 param;
|
|
|
|
__u32 pad;
|
|
|
|
__u64 value;
|
|
|
|
};
|
|
|
|
|
2016-04-07 18:36:57 +00:00
|
|
|
#if defined(__cplusplus)
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2015-01-17 20:33:17 +00:00
|
|
|
#endif /* _UAPI_VC4_DRM_H_ */
|