root/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)
  30 extern "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 
  65 struct 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  */
  91 struct 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  */
 207 struct 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  */
 220 struct 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  */
 232 struct 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  */
 251 struct 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  */
 267 struct 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 
 282 struct 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 */
 293 struct 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 
 335 struct drm_vc4_get_param {
 336         __u32 param;
 337         __u32 pad;
 338         __u64 value;
 339 };
 340 
 341 struct drm_vc4_get_tiling {
 342         __u32 handle;
 343         __u32 flags;
 344         __u64 modifier;
 345 };
 346 
 347 struct 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  */
 356 struct 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 
 371 struct drm_vc4_gem_madvise {
 372         __u32 handle;
 373         __u32 madv;
 374         __u32 retained;
 375         __u32 pad;
 376 };
 377 
 378 enum {
 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 
 414 struct drm_vc4_perfmon_create {
 415         __u32 id;
 416         __u32 ncounters;
 417         __u8 events[DRM_VC4_MAX_PERF_COUNTERS];
 418 };
 419 
 420 struct 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  */
 433 struct 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_ */

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