vc4_drm.h (14472B)
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 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 40#define DRM_VC4_GET_PARAM 0x07 41#define DRM_VC4_SET_TILING 0x08 42#define DRM_VC4_GET_TILING 0x09 43#define DRM_VC4_LABEL_BO 0x0a 44#define DRM_VC4_GEM_MADVISE 0x0b 45#define DRM_VC4_PERFMON_CREATE 0x0c 46#define DRM_VC4_PERFMON_DESTROY 0x0d 47#define DRM_VC4_PERFMON_GET_VALUES 0x0e 48 49#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl) 50#define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno) 51#define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo) 52#define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo) 53#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo) 54#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo) 55#define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state) 56#define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param) 57#define DRM_IOCTL_VC4_SET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SET_TILING, struct drm_vc4_set_tiling) 58#define DRM_IOCTL_VC4_GET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_TILING, struct drm_vc4_get_tiling) 59#define DRM_IOCTL_VC4_LABEL_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_LABEL_BO, struct drm_vc4_label_bo) 60#define DRM_IOCTL_VC4_GEM_MADVISE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GEM_MADVISE, struct drm_vc4_gem_madvise) 61#define DRM_IOCTL_VC4_PERFMON_CREATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_CREATE, struct drm_vc4_perfmon_create) 62#define DRM_IOCTL_VC4_PERFMON_DESTROY DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_DESTROY, struct drm_vc4_perfmon_destroy) 63#define DRM_IOCTL_VC4_PERFMON_GET_VALUES DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_GET_VALUES, struct drm_vc4_perfmon_get_values) 64 65struct drm_vc4_submit_rcl_surface { 66 __u32 hindex; /* Handle index, or ~0 if not present. */ 67 __u32 offset; /* Offset to start of buffer. */ 68 /* 69 * Bits for either render config (color_write) or load/store packet. 70 * Bits should all be 0 for MSAA load/stores. 71 */ 72 __u16 bits; 73 74#define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0) 75 __u16 flags; 76}; 77 78/** 79 * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D 80 * engine. 81 * 82 * Drivers typically use GPU BOs to store batchbuffers / command lists and 83 * their associated state. However, because the VC4 lacks an MMU, we have to 84 * do validation of memory accesses by the GPU commands. If we were to store 85 * our commands in BOs, we'd need to do uncached readback from them to do the 86 * validation process, which is too expensive. Instead, userspace accumulates 87 * commands and associated state in plain memory, then the kernel copies the 88 * data to its own address space, and then validates and stores it in a GPU 89 * BO. 90 */ 91struct drm_vc4_submit_cl { 92 /* Pointer to the binner command list. 93 * 94 * This is the first set of commands executed, which runs the 95 * coordinate shader to determine where primitives land on the screen, 96 * then writes out the state updates and draw calls necessary per tile 97 * to the tile allocation BO. 98 */ 99 __u64 bin_cl; 100 101 /* Pointer to the shader records. 102 * 103 * Shader records are the structures read by the hardware that contain 104 * pointers to uniforms, shaders, and vertex attributes. The 105 * reference to the shader record has enough information to determine 106 * how many pointers are necessary (fixed number for shaders/uniforms, 107 * and an attribute count), so those BO indices into bo_handles are 108 * just stored as __u32s before each shader record passed in. 109 */ 110 __u64 shader_rec; 111 112 /* Pointer to uniform data and texture handles for the textures 113 * referenced by the shader. 114 * 115 * For each shader state record, there is a set of uniform data in the 116 * order referenced by the record (FS, VS, then CS). Each set of 117 * uniform data has a __u32 index into bo_handles per texture 118 * sample operation, in the order the QPU_W_TMUn_S writes appear in 119 * the program. Following the texture BO handle indices is the actual 120 * uniform data. 121 * 122 * The individual uniform state blocks don't have sizes passed in, 123 * because the kernel has to determine the sizes anyway during shader 124 * code validation. 125 */ 126 __u64 uniforms; 127 __u64 bo_handles; 128 129 /* Size in bytes of the binner command list. */ 130 __u32 bin_cl_size; 131 /* Size in bytes of the set of shader records. */ 132 __u32 shader_rec_size; 133 /* Number of shader records. 134 * 135 * This could just be computed from the contents of shader_records and 136 * the address bits of references to them from the bin CL, but it 137 * keeps the kernel from having to resize some allocations it makes. 138 */ 139 __u32 shader_rec_count; 140 /* Size in bytes of the uniform state. */ 141 __u32 uniforms_size; 142 143 /* Number of BO handles passed in (size is that times 4). */ 144 __u32 bo_handle_count; 145 146 /* RCL setup: */ 147 __u16 width; 148 __u16 height; 149 __u8 min_x_tile; 150 __u8 min_y_tile; 151 __u8 max_x_tile; 152 __u8 max_y_tile; 153 struct drm_vc4_submit_rcl_surface color_read; 154 struct drm_vc4_submit_rcl_surface color_write; 155 struct drm_vc4_submit_rcl_surface zs_read; 156 struct drm_vc4_submit_rcl_surface zs_write; 157 struct drm_vc4_submit_rcl_surface msaa_color_write; 158 struct drm_vc4_submit_rcl_surface msaa_zs_write; 159 __u32 clear_color[2]; 160 __u32 clear_z; 161 __u8 clear_s; 162 163 __u32 pad:24; 164 165#define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0) 166/* By default, the kernel gets to choose the order that the tiles are 167 * rendered in. If this is set, then the tiles will be rendered in a 168 * raster order, with the right-to-left vs left-to-right and 169 * top-to-bottom vs bottom-to-top dictated by 170 * VC4_SUBMIT_CL_RCL_ORDER_INCREASING_*. This allows overlapping 171 * blits to be implemented using the 3D engine. 172 */ 173#define VC4_SUBMIT_CL_FIXED_RCL_ORDER (1 << 1) 174#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_X (1 << 2) 175#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_Y (1 << 3) 176 __u32 flags; 177 178 /* Returned value of the seqno of this render job (for the 179 * wait ioctl). 180 */ 181 __u64 seqno; 182 183 /* ID of the perfmon to attach to this job. 0 means no perfmon. */ 184 __u32 perfmonid; 185 186 /* Syncobj handle to wait on. If set, processing of this render job 187 * will not start until the syncobj is signaled. 0 means ignore. 188 */ 189 __u32 in_sync; 190 191 /* Syncobj handle to export fence to. If set, the fence in the syncobj 192 * will be replaced with a fence that signals upon completion of this 193 * render job. 0 means ignore. 194 */ 195 __u32 out_sync; 196 197 __u32 pad2; 198}; 199 200/** 201 * struct drm_vc4_wait_seqno - ioctl argument for waiting for 202 * DRM_VC4_SUBMIT_CL completion using its returned seqno. 203 * 204 * timeout_ns is the timeout in nanoseconds, where "0" means "don't 205 * block, just return the status." 206 */ 207struct drm_vc4_wait_seqno { 208 __u64 seqno; 209 __u64 timeout_ns; 210}; 211 212/** 213 * struct drm_vc4_wait_bo - ioctl argument for waiting for 214 * completion of the last DRM_VC4_SUBMIT_CL on a BO. 215 * 216 * This is useful for cases where multiple processes might be 217 * rendering to a BO and you want to wait for all rendering to be 218 * completed. 219 */ 220struct drm_vc4_wait_bo { 221 __u32 handle; 222 __u32 pad; 223 __u64 timeout_ns; 224}; 225 226/** 227 * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs. 228 * 229 * There are currently no values for the flags argument, but it may be 230 * used in a future extension. 231 */ 232struct drm_vc4_create_bo { 233 __u32 size; 234 __u32 flags; 235 /** Returned GEM handle for the BO. */ 236 __u32 handle; 237 __u32 pad; 238}; 239 240/** 241 * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs. 242 * 243 * This doesn't actually perform an mmap. Instead, it returns the 244 * offset you need to use in an mmap on the DRM device node. This 245 * means that tools like valgrind end up knowing about the mapped 246 * memory. 247 * 248 * There are currently no values for the flags argument, but it may be 249 * used in a future extension. 250 */ 251struct drm_vc4_mmap_bo { 252 /** Handle for the object being mapped. */ 253 __u32 handle; 254 __u32 flags; 255 /** offset into the drm node to use for subsequent mmap call. */ 256 __u64 offset; 257}; 258 259/** 260 * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4 261 * shader BOs. 262 * 263 * Since allowing a shader to be overwritten while it's also being 264 * executed from would allow privlege escalation, shaders must be 265 * created using this ioctl, and they can't be mmapped later. 266 */ 267struct drm_vc4_create_shader_bo { 268 /* Size of the data argument. */ 269 __u32 size; 270 /* Flags, currently must be 0. */ 271 __u32 flags; 272 273 /* Pointer to the data. */ 274 __u64 data; 275 276 /** Returned GEM handle for the BO. */ 277 __u32 handle; 278 /* Pad, must be 0. */ 279 __u32 pad; 280}; 281 282struct drm_vc4_get_hang_state_bo { 283 __u32 handle; 284 __u32 paddr; 285 __u32 size; 286 __u32 pad; 287}; 288 289/** 290 * struct drm_vc4_hang_state - ioctl argument for collecting state 291 * from a GPU hang for analysis. 292*/ 293struct drm_vc4_get_hang_state { 294 /** Pointer to array of struct drm_vc4_get_hang_state_bo. */ 295 __u64 bo; 296 /** 297 * On input, the size of the bo array. Output is the number 298 * of bos to be returned. 299 */ 300 __u32 bo_count; 301 302 __u32 start_bin, start_render; 303 304 __u32 ct0ca, ct0ea; 305 __u32 ct1ca, ct1ea; 306 __u32 ct0cs, ct1cs; 307 __u32 ct0ra0, ct1ra0; 308 309 __u32 bpca, bpcs; 310 __u32 bpoa, bpos; 311 312 __u32 vpmbase; 313 314 __u32 dbge; 315 __u32 fdbgo; 316 __u32 fdbgb; 317 __u32 fdbgr; 318 __u32 fdbgs; 319 __u32 errstat; 320 321 /* Pad that we may save more registers into in the future. */ 322 __u32 pad[16]; 323}; 324 325#define DRM_VC4_PARAM_V3D_IDENT0 0 326#define DRM_VC4_PARAM_V3D_IDENT1 1 327#define DRM_VC4_PARAM_V3D_IDENT2 2 328#define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3 329#define DRM_VC4_PARAM_SUPPORTS_ETC1 4 330#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5 331#define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER 6 332#define DRM_VC4_PARAM_SUPPORTS_MADVISE 7 333#define DRM_VC4_PARAM_SUPPORTS_PERFMON 8 334 335struct drm_vc4_get_param { 336 __u32 param; 337 __u32 pad; 338 __u64 value; 339}; 340 341struct drm_vc4_get_tiling { 342 __u32 handle; 343 __u32 flags; 344 __u64 modifier; 345}; 346 347struct drm_vc4_set_tiling { 348 __u32 handle; 349 __u32 flags; 350 __u64 modifier; 351}; 352 353/** 354 * struct drm_vc4_label_bo - Attach a name to a BO for debug purposes. 355 */ 356struct drm_vc4_label_bo { 357 __u32 handle; 358 __u32 len; 359 __u64 name; 360}; 361 362/* 363 * States prefixed with '__' are internal states and cannot be passed to the 364 * DRM_IOCTL_VC4_GEM_MADVISE ioctl. 365 */ 366#define VC4_MADV_WILLNEED 0 367#define VC4_MADV_DONTNEED 1 368#define __VC4_MADV_PURGED 2 369#define __VC4_MADV_NOTSUPP 3 370 371struct drm_vc4_gem_madvise { 372 __u32 handle; 373 __u32 madv; 374 __u32 retained; 375 __u32 pad; 376}; 377 378enum { 379 VC4_PERFCNT_FEP_VALID_PRIMS_NO_RENDER, 380 VC4_PERFCNT_FEP_VALID_PRIMS_RENDER, 381 VC4_PERFCNT_FEP_CLIPPED_QUADS, 382 VC4_PERFCNT_FEP_VALID_QUADS, 383 VC4_PERFCNT_TLB_QUADS_NOT_PASSING_STENCIL, 384 VC4_PERFCNT_TLB_QUADS_NOT_PASSING_Z_AND_STENCIL, 385 VC4_PERFCNT_TLB_QUADS_PASSING_Z_AND_STENCIL, 386 VC4_PERFCNT_TLB_QUADS_ZERO_COVERAGE, 387 VC4_PERFCNT_TLB_QUADS_NON_ZERO_COVERAGE, 388 VC4_PERFCNT_TLB_QUADS_WRITTEN_TO_COLOR_BUF, 389 VC4_PERFCNT_PLB_PRIMS_OUTSIDE_VIEWPORT, 390 VC4_PERFCNT_PLB_PRIMS_NEED_CLIPPING, 391 VC4_PERFCNT_PSE_PRIMS_REVERSED, 392 VC4_PERFCNT_QPU_TOTAL_IDLE_CYCLES, 393 VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_VERTEX_COORD_SHADING, 394 VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_FRAGMENT_SHADING, 395 VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_EXEC_VALID_INST, 396 VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_TMUS, 397 VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_SCOREBOARD, 398 VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_VARYINGS, 399 VC4_PERFCNT_QPU_TOTAL_INST_CACHE_HIT, 400 VC4_PERFCNT_QPU_TOTAL_INST_CACHE_MISS, 401 VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_HIT, 402 VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_MISS, 403 VC4_PERFCNT_TMU_TOTAL_TEXT_QUADS_PROCESSED, 404 VC4_PERFCNT_TMU_TOTAL_TEXT_CACHE_MISS, 405 VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VDW_STALLED, 406 VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VCD_STALLED, 407 VC4_PERFCNT_L2C_TOTAL_L2_CACHE_HIT, 408 VC4_PERFCNT_L2C_TOTAL_L2_CACHE_MISS, 409 VC4_PERFCNT_NUM_EVENTS, 410}; 411 412#define DRM_VC4_MAX_PERF_COUNTERS 16 413 414struct drm_vc4_perfmon_create { 415 __u32 id; 416 __u32 ncounters; 417 __u8 events[DRM_VC4_MAX_PERF_COUNTERS]; 418}; 419 420struct drm_vc4_perfmon_destroy { 421 __u32 id; 422}; 423 424/* 425 * Returns the values of the performance counters tracked by this 426 * perfmon (as an array of ncounters u64 values). 427 * 428 * No implicit synchronization is performed, so the user has to 429 * guarantee that any jobs using this perfmon have already been 430 * completed (probably by blocking on the seqno returned by the 431 * last exec that used the perfmon). 432 */ 433struct drm_vc4_perfmon_get_values { 434 __u32 id; 435 __u64 values_ptr; 436}; 437 438#if defined(__cplusplus) 439} 440#endif 441 442#endif /* _UAPI_VC4_DRM_H_ */