blob: 52263b575bdc4e5d9a6c6e628b12918eba32d918 [file] [log] [blame]
Christopher Ferrisccfaccd2016-08-24 12:11:31 -07001/*
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)
30extern "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
Christopher Ferris6e3550f2016-12-12 14:51:18 -080040#define DRM_VC4_GET_PARAM 0x07
Christopher Ferris25981132017-11-14 16:53:49 -080041#define DRM_VC4_SET_TILING 0x08
42#define DRM_VC4_GET_TILING 0x09
43#define DRM_VC4_LABEL_BO 0x0a
Christopher Ferrisa1a109e2018-01-31 15:03:12 -080044#define DRM_VC4_GEM_MADVISE 0x0b
Christopher Ferrisccfaccd2016-08-24 12:11:31 -070045
46#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
47#define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
48#define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
49#define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
50#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
51#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
52#define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
Christopher Ferris6e3550f2016-12-12 14:51:18 -080053#define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
Christopher Ferris25981132017-11-14 16:53:49 -080054#define DRM_IOCTL_VC4_SET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SET_TILING, struct drm_vc4_set_tiling)
55#define DRM_IOCTL_VC4_GET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_TILING, struct drm_vc4_get_tiling)
56#define DRM_IOCTL_VC4_LABEL_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_LABEL_BO, struct drm_vc4_label_bo)
Christopher Ferrisa1a109e2018-01-31 15:03:12 -080057#define DRM_IOCTL_VC4_GEM_MADVISE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GEM_MADVISE, struct drm_vc4_gem_madvise)
Christopher Ferrisccfaccd2016-08-24 12:11:31 -070058
59struct drm_vc4_submit_rcl_surface {
60 __u32 hindex; /* Handle index, or ~0 if not present. */
61 __u32 offset; /* Offset to start of buffer. */
62 /*
63 * Bits for either render config (color_write) or load/store packet.
64 * Bits should all be 0 for MSAA load/stores.
65 */
66 __u16 bits;
67
68#define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0)
69 __u16 flags;
70};
71
72/**
73 * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
74 * engine.
75 *
76 * Drivers typically use GPU BOs to store batchbuffers / command lists and
77 * their associated state. However, because the VC4 lacks an MMU, we have to
78 * do validation of memory accesses by the GPU commands. If we were to store
79 * our commands in BOs, we'd need to do uncached readback from them to do the
80 * validation process, which is too expensive. Instead, userspace accumulates
81 * commands and associated state in plain memory, then the kernel copies the
82 * data to its own address space, and then validates and stores it in a GPU
83 * BO.
84 */
85struct drm_vc4_submit_cl {
86 /* Pointer to the binner command list.
87 *
88 * This is the first set of commands executed, which runs the
89 * coordinate shader to determine where primitives land on the screen,
90 * then writes out the state updates and draw calls necessary per tile
91 * to the tile allocation BO.
92 */
93 __u64 bin_cl;
94
95 /* Pointer to the shader records.
96 *
97 * Shader records are the structures read by the hardware that contain
98 * pointers to uniforms, shaders, and vertex attributes. The
99 * reference to the shader record has enough information to determine
100 * how many pointers are necessary (fixed number for shaders/uniforms,
101 * and an attribute count), so those BO indices into bo_handles are
102 * just stored as __u32s before each shader record passed in.
103 */
104 __u64 shader_rec;
105
106 /* Pointer to uniform data and texture handles for the textures
107 * referenced by the shader.
108 *
109 * For each shader state record, there is a set of uniform data in the
110 * order referenced by the record (FS, VS, then CS). Each set of
111 * uniform data has a __u32 index into bo_handles per texture
112 * sample operation, in the order the QPU_W_TMUn_S writes appear in
113 * the program. Following the texture BO handle indices is the actual
114 * uniform data.
115 *
116 * The individual uniform state blocks don't have sizes passed in,
117 * because the kernel has to determine the sizes anyway during shader
118 * code validation.
119 */
120 __u64 uniforms;
121 __u64 bo_handles;
122
123 /* Size in bytes of the binner command list. */
124 __u32 bin_cl_size;
125 /* Size in bytes of the set of shader records. */
126 __u32 shader_rec_size;
127 /* Number of shader records.
128 *
129 * This could just be computed from the contents of shader_records and
130 * the address bits of references to them from the bin CL, but it
131 * keeps the kernel from having to resize some allocations it makes.
132 */
133 __u32 shader_rec_count;
134 /* Size in bytes of the uniform state. */
135 __u32 uniforms_size;
136
137 /* Number of BO handles passed in (size is that times 4). */
138 __u32 bo_handle_count;
139
140 /* RCL setup: */
141 __u16 width;
142 __u16 height;
143 __u8 min_x_tile;
144 __u8 min_y_tile;
145 __u8 max_x_tile;
146 __u8 max_y_tile;
147 struct drm_vc4_submit_rcl_surface color_read;
148 struct drm_vc4_submit_rcl_surface color_write;
149 struct drm_vc4_submit_rcl_surface zs_read;
150 struct drm_vc4_submit_rcl_surface zs_write;
151 struct drm_vc4_submit_rcl_surface msaa_color_write;
152 struct drm_vc4_submit_rcl_surface msaa_zs_write;
153 __u32 clear_color[2];
154 __u32 clear_z;
155 __u8 clear_s;
156
157 __u32 pad:24;
158
159#define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0)
Christopher Ferris25981132017-11-14 16:53:49 -0800160/* By default, the kernel gets to choose the order that the tiles are
161 * rendered in. If this is set, then the tiles will be rendered in a
162 * raster order, with the right-to-left vs left-to-right and
163 * top-to-bottom vs bottom-to-top dictated by
164 * VC4_SUBMIT_CL_RCL_ORDER_INCREASING_*. This allows overlapping
165 * blits to be implemented using the 3D engine.
166 */
167#define VC4_SUBMIT_CL_FIXED_RCL_ORDER (1 << 1)
168#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_X (1 << 2)
169#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_Y (1 << 3)
Christopher Ferrisccfaccd2016-08-24 12:11:31 -0700170 __u32 flags;
171
172 /* Returned value of the seqno of this render job (for the
173 * wait ioctl).
174 */
175 __u64 seqno;
176};
177
178/**
179 * struct drm_vc4_wait_seqno - ioctl argument for waiting for
180 * DRM_VC4_SUBMIT_CL completion using its returned seqno.
181 *
182 * timeout_ns is the timeout in nanoseconds, where "0" means "don't
183 * block, just return the status."
184 */
185struct drm_vc4_wait_seqno {
186 __u64 seqno;
187 __u64 timeout_ns;
188};
189
190/**
191 * struct drm_vc4_wait_bo - ioctl argument for waiting for
192 * completion of the last DRM_VC4_SUBMIT_CL on a BO.
193 *
194 * This is useful for cases where multiple processes might be
195 * rendering to a BO and you want to wait for all rendering to be
196 * completed.
197 */
198struct drm_vc4_wait_bo {
199 __u32 handle;
200 __u32 pad;
201 __u64 timeout_ns;
202};
203
204/**
205 * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
206 *
207 * There are currently no values for the flags argument, but it may be
208 * used in a future extension.
209 */
210struct drm_vc4_create_bo {
211 __u32 size;
212 __u32 flags;
213 /** Returned GEM handle for the BO. */
214 __u32 handle;
215 __u32 pad;
216};
217
218/**
219 * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
220 *
221 * This doesn't actually perform an mmap. Instead, it returns the
222 * offset you need to use in an mmap on the DRM device node. This
223 * means that tools like valgrind end up knowing about the mapped
224 * memory.
225 *
226 * There are currently no values for the flags argument, but it may be
227 * used in a future extension.
228 */
229struct drm_vc4_mmap_bo {
230 /** Handle for the object being mapped. */
231 __u32 handle;
232 __u32 flags;
233 /** offset into the drm node to use for subsequent mmap call. */
234 __u64 offset;
235};
236
237/**
238 * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
239 * shader BOs.
240 *
241 * Since allowing a shader to be overwritten while it's also being
242 * executed from would allow privlege escalation, shaders must be
243 * created using this ioctl, and they can't be mmapped later.
244 */
245struct drm_vc4_create_shader_bo {
246 /* Size of the data argument. */
247 __u32 size;
248 /* Flags, currently must be 0. */
249 __u32 flags;
250
251 /* Pointer to the data. */
252 __u64 data;
253
254 /** Returned GEM handle for the BO. */
255 __u32 handle;
256 /* Pad, must be 0. */
257 __u32 pad;
258};
259
260struct drm_vc4_get_hang_state_bo {
261 __u32 handle;
262 __u32 paddr;
263 __u32 size;
264 __u32 pad;
265};
266
267/**
268 * struct drm_vc4_hang_state - ioctl argument for collecting state
269 * from a GPU hang for analysis.
270*/
271struct drm_vc4_get_hang_state {
272 /** Pointer to array of struct drm_vc4_get_hang_state_bo. */
273 __u64 bo;
274 /**
275 * On input, the size of the bo array. Output is the number
276 * of bos to be returned.
277 */
278 __u32 bo_count;
279
280 __u32 start_bin, start_render;
281
282 __u32 ct0ca, ct0ea;
283 __u32 ct1ca, ct1ea;
284 __u32 ct0cs, ct1cs;
285 __u32 ct0ra0, ct1ra0;
286
287 __u32 bpca, bpcs;
288 __u32 bpoa, bpos;
289
290 __u32 vpmbase;
291
292 __u32 dbge;
293 __u32 fdbgo;
294 __u32 fdbgb;
295 __u32 fdbgr;
296 __u32 fdbgs;
297 __u32 errstat;
298
299 /* Pad that we may save more registers into in the future. */
300 __u32 pad[16];
301};
302
Christopher Ferris6e3550f2016-12-12 14:51:18 -0800303#define DRM_VC4_PARAM_V3D_IDENT0 0
304#define DRM_VC4_PARAM_V3D_IDENT1 1
305#define DRM_VC4_PARAM_V3D_IDENT2 2
306#define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
Christopher Ferris2fd4b3c2017-02-21 12:32:08 -0800307#define DRM_VC4_PARAM_SUPPORTS_ETC1 4
308#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5
Christopher Ferris25981132017-11-14 16:53:49 -0800309#define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER 6
Christopher Ferrisa1a109e2018-01-31 15:03:12 -0800310#define DRM_VC4_PARAM_SUPPORTS_MADVISE 7
Christopher Ferris6e3550f2016-12-12 14:51:18 -0800311
312struct drm_vc4_get_param {
313 __u32 param;
314 __u32 pad;
315 __u64 value;
316};
317
Christopher Ferris25981132017-11-14 16:53:49 -0800318struct drm_vc4_get_tiling {
319 __u32 handle;
320 __u32 flags;
321 __u64 modifier;
322};
323
324struct drm_vc4_set_tiling {
325 __u32 handle;
326 __u32 flags;
327 __u64 modifier;
328};
329
330/**
331 * struct drm_vc4_label_bo - Attach a name to a BO for debug purposes.
332 */
333struct drm_vc4_label_bo {
334 __u32 handle;
335 __u32 len;
336 __u64 name;
337};
338
Christopher Ferrisa1a109e2018-01-31 15:03:12 -0800339/*
340 * States prefixed with '__' are internal states and cannot be passed to the
341 * DRM_IOCTL_VC4_GEM_MADVISE ioctl.
342 */
343#define VC4_MADV_WILLNEED 0
344#define VC4_MADV_DONTNEED 1
345#define __VC4_MADV_PURGED 2
346#define __VC4_MADV_NOTSUPP 3
347
348struct drm_vc4_gem_madvise {
349 __u32 handle;
350 __u32 madv;
351 __u32 retained;
352 __u32 pad;
353};
354
Christopher Ferrisccfaccd2016-08-24 12:11:31 -0700355#if defined(__cplusplus)
356}
357#endif
358
359#endif /* _UAPI_VC4_DRM_H_ */