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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 | ||
6a982350 EV |
29 | #if defined(__cplusplus) |
30 | extern "C" { | |
31 | #endif | |
32 | ||
d5b1a78a EA |
33 | #define DRM_VC4_SUBMIT_CL 0x00 |
34 | #define DRM_VC4_WAIT_SEQNO 0x01 | |
35 | #define DRM_VC4_WAIT_BO 0x02 | |
d5bc60f6 EA |
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 | |
d5b1a78a EA |
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) | |
d5bc60f6 EA |
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 | |
d5b1a78a EA |
49 | struct 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 | */ | |
75 | struct 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 | */ | |
165 | struct 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 | */ | |
178 | struct drm_vc4_wait_bo { | |
179 | __u32 handle; | |
180 | __u32 pad; | |
181 | __u64 timeout_ns; | |
182 | }; | |
183 | ||
d5bc60f6 EA |
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 | */ | |
190 | struct 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 | */ | |
209 | struct 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 | ||
463873d5 EA |
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 | */ | |
225 | struct 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 | ||
21461365 EA |
240 | struct 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 | */ | |
251 | struct 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 | ||
6a982350 EV |
283 | #if defined(__cplusplus) |
284 | } | |
285 | #endif | |
286 | ||
d5bc60f6 | 287 | #endif /* _UAPI_VC4_DRM_H_ */ |