Merge branch 'for-linus' of git://git.kernel.dk/linux-block
[deliverable/linux.git] / 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
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29#if defined(__cplusplus)
30extern "C" {
31#endif
32
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33#define DRM_VC4_SUBMIT_CL 0x00
34#define DRM_VC4_WAIT_SEQNO 0x01
35#define DRM_VC4_WAIT_BO 0x02
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36#define DRM_VC4_CREATE_BO 0x03
37#define DRM_VC4_MMAP_BO 0x04
463873d5 38#define DRM_VC4_CREATE_SHADER_BO 0x05
21461365 39#define DRM_VC4_GET_HANG_STATE 0x06
af713795 40#define DRM_VC4_GET_PARAM 0x07
d5bc60f6 41
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42#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
43#define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
44#define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
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45#define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
46#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
463873d5 47#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
21461365 48#define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
af713795 49#define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
d5bc60f6 50
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51struct drm_vc4_submit_rcl_surface {
52 __u32 hindex; /* Handle index, or ~0 if not present. */
53 __u32 offset; /* Offset to start of buffer. */
54 /*
55 * Bits for either render config (color_write) or load/store packet.
56 * Bits should all be 0 for MSAA load/stores.
57 */
58 __u16 bits;
59
60#define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0)
61 __u16 flags;
62};
63
64/**
65 * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
66 * engine.
67 *
68 * Drivers typically use GPU BOs to store batchbuffers / command lists and
69 * their associated state. However, because the VC4 lacks an MMU, we have to
70 * do validation of memory accesses by the GPU commands. If we were to store
71 * our commands in BOs, we'd need to do uncached readback from them to do the
72 * validation process, which is too expensive. Instead, userspace accumulates
73 * commands and associated state in plain memory, then the kernel copies the
74 * data to its own address space, and then validates and stores it in a GPU
75 * BO.
76 */
77struct drm_vc4_submit_cl {
78 /* Pointer to the binner command list.
79 *
80 * This is the first set of commands executed, which runs the
81 * coordinate shader to determine where primitives land on the screen,
82 * then writes out the state updates and draw calls necessary per tile
83 * to the tile allocation BO.
84 */
85 __u64 bin_cl;
86
87 /* Pointer to the shader records.
88 *
89 * Shader records are the structures read by the hardware that contain
90 * pointers to uniforms, shaders, and vertex attributes. The
91 * reference to the shader record has enough information to determine
92 * how many pointers are necessary (fixed number for shaders/uniforms,
93 * and an attribute count), so those BO indices into bo_handles are
94 * just stored as __u32s before each shader record passed in.
95 */
96 __u64 shader_rec;
97
98 /* Pointer to uniform data and texture handles for the textures
99 * referenced by the shader.
100 *
101 * For each shader state record, there is a set of uniform data in the
102 * order referenced by the record (FS, VS, then CS). Each set of
103 * uniform data has a __u32 index into bo_handles per texture
104 * sample operation, in the order the QPU_W_TMUn_S writes appear in
105 * the program. Following the texture BO handle indices is the actual
106 * uniform data.
107 *
108 * The individual uniform state blocks don't have sizes passed in,
109 * because the kernel has to determine the sizes anyway during shader
110 * code validation.
111 */
112 __u64 uniforms;
113 __u64 bo_handles;
114
115 /* Size in bytes of the binner command list. */
116 __u32 bin_cl_size;
117 /* Size in bytes of the set of shader records. */
118 __u32 shader_rec_size;
119 /* Number of shader records.
120 *
121 * This could just be computed from the contents of shader_records and
122 * the address bits of references to them from the bin CL, but it
123 * keeps the kernel from having to resize some allocations it makes.
124 */
125 __u32 shader_rec_count;
126 /* Size in bytes of the uniform state. */
127 __u32 uniforms_size;
128
129 /* Number of BO handles passed in (size is that times 4). */
130 __u32 bo_handle_count;
131
132 /* RCL setup: */
133 __u16 width;
134 __u16 height;
135 __u8 min_x_tile;
136 __u8 min_y_tile;
137 __u8 max_x_tile;
138 __u8 max_y_tile;
139 struct drm_vc4_submit_rcl_surface color_read;
140 struct drm_vc4_submit_rcl_surface color_write;
141 struct drm_vc4_submit_rcl_surface zs_read;
142 struct drm_vc4_submit_rcl_surface zs_write;
143 struct drm_vc4_submit_rcl_surface msaa_color_write;
144 struct drm_vc4_submit_rcl_surface msaa_zs_write;
145 __u32 clear_color[2];
146 __u32 clear_z;
147 __u8 clear_s;
148
149 __u32 pad:24;
150
151#define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0)
152 __u32 flags;
153
154 /* Returned value of the seqno of this render job (for the
155 * wait ioctl).
156 */
157 __u64 seqno;
158};
159
160/**
161 * struct drm_vc4_wait_seqno - ioctl argument for waiting for
162 * DRM_VC4_SUBMIT_CL completion using its returned seqno.
163 *
164 * timeout_ns is the timeout in nanoseconds, where "0" means "don't
165 * block, just return the status."
166 */
167struct drm_vc4_wait_seqno {
168 __u64 seqno;
169 __u64 timeout_ns;
170};
171
172/**
173 * struct drm_vc4_wait_bo - ioctl argument for waiting for
174 * completion of the last DRM_VC4_SUBMIT_CL on a BO.
175 *
176 * This is useful for cases where multiple processes might be
177 * rendering to a BO and you want to wait for all rendering to be
178 * completed.
179 */
180struct drm_vc4_wait_bo {
181 __u32 handle;
182 __u32 pad;
183 __u64 timeout_ns;
184};
185
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186/**
187 * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
188 *
189 * There are currently no values for the flags argument, but it may be
190 * used in a future extension.
191 */
192struct drm_vc4_create_bo {
193 __u32 size;
194 __u32 flags;
195 /** Returned GEM handle for the BO. */
196 __u32 handle;
197 __u32 pad;
198};
199
200/**
201 * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
202 *
203 * This doesn't actually perform an mmap. Instead, it returns the
204 * offset you need to use in an mmap on the DRM device node. This
205 * means that tools like valgrind end up knowing about the mapped
206 * memory.
207 *
208 * There are currently no values for the flags argument, but it may be
209 * used in a future extension.
210 */
211struct drm_vc4_mmap_bo {
212 /** Handle for the object being mapped. */
213 __u32 handle;
214 __u32 flags;
215 /** offset into the drm node to use for subsequent mmap call. */
216 __u64 offset;
217};
218
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219/**
220 * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
221 * shader BOs.
222 *
223 * Since allowing a shader to be overwritten while it's also being
224 * executed from would allow privlege escalation, shaders must be
225 * created using this ioctl, and they can't be mmapped later.
226 */
227struct drm_vc4_create_shader_bo {
228 /* Size of the data argument. */
229 __u32 size;
230 /* Flags, currently must be 0. */
231 __u32 flags;
232
233 /* Pointer to the data. */
234 __u64 data;
235
236 /** Returned GEM handle for the BO. */
237 __u32 handle;
238 /* Pad, must be 0. */
239 __u32 pad;
240};
241
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242struct drm_vc4_get_hang_state_bo {
243 __u32 handle;
244 __u32 paddr;
245 __u32 size;
246 __u32 pad;
247};
248
249/**
250 * struct drm_vc4_hang_state - ioctl argument for collecting state
251 * from a GPU hang for analysis.
252*/
253struct drm_vc4_get_hang_state {
254 /** Pointer to array of struct drm_vc4_get_hang_state_bo. */
255 __u64 bo;
256 /**
257 * On input, the size of the bo array. Output is the number
258 * of bos to be returned.
259 */
260 __u32 bo_count;
261
262 __u32 start_bin, start_render;
263
264 __u32 ct0ca, ct0ea;
265 __u32 ct1ca, ct1ea;
266 __u32 ct0cs, ct1cs;
267 __u32 ct0ra0, ct1ra0;
268
269 __u32 bpca, bpcs;
270 __u32 bpoa, bpos;
271
272 __u32 vpmbase;
273
274 __u32 dbge;
275 __u32 fdbgo;
276 __u32 fdbgb;
277 __u32 fdbgr;
278 __u32 fdbgs;
279 __u32 errstat;
280
281 /* Pad that we may save more registers into in the future. */
282 __u32 pad[16];
283};
284
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285#define DRM_VC4_PARAM_V3D_IDENT0 0
286#define DRM_VC4_PARAM_V3D_IDENT1 1
287#define DRM_VC4_PARAM_V3D_IDENT2 2
7363cee5 288#define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
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289
290struct drm_vc4_get_param {
291 __u32 param;
292 __u32 pad;
293 __u64 value;
294};
295
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296#if defined(__cplusplus)
297}
298#endif
299
d5bc60f6 300#endif /* _UAPI_VC4_DRM_H_ */
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