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- /*
- * 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"
- #if defined(__cplusplus)
- extern "C" {
- #endif
- #define DRM_VC4_SUBMIT_CL 0x00
- #define DRM_VC4_WAIT_SEQNO 0x01
- #define DRM_VC4_WAIT_BO 0x02
- #define DRM_VC4_CREATE_BO 0x03
- #define DRM_VC4_MMAP_BO 0x04
- #define DRM_VC4_CREATE_SHADER_BO 0x05
- #define DRM_VC4_GET_HANG_STATE 0x06
- #define DRM_VC4_GET_PARAM 0x07
- #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)
- #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)
- #define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
- #define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
- #define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
- 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;
- };
- /**
- * 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;
- };
- /**
- * 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;
- };
- 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];
- };
- #define DRM_VC4_PARAM_V3D_IDENT0 0
- #define DRM_VC4_PARAM_V3D_IDENT1 1
- #define DRM_VC4_PARAM_V3D_IDENT2 2
- #define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
- struct drm_vc4_get_param {
- __u32 param;
- __u32 pad;
- __u64 value;
- };
- #if defined(__cplusplus)
- }
- #endif
- #endif /* _UAPI_VC4_DRM_H_ */
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