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