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-rw-r--r--include/uapi/drm/vc4_drm.h442
1 files changed, 442 insertions, 0 deletions
diff --git a/include/uapi/drm/vc4_drm.h b/include/uapi/drm/vc4_drm.h
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index 000000000..2cac6277a
--- /dev/null
+++ b/include/uapi/drm/vc4_drm.h
@@ -0,0 +1,442 @@
+/*
+ * 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_VC4_SET_TILING 0x08
+#define DRM_VC4_GET_TILING 0x09
+#define DRM_VC4_LABEL_BO 0x0a
+#define DRM_VC4_GEM_MADVISE 0x0b
+#define DRM_VC4_PERFMON_CREATE 0x0c
+#define DRM_VC4_PERFMON_DESTROY 0x0d
+#define DRM_VC4_PERFMON_GET_VALUES 0x0e
+
+#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)
+#define DRM_IOCTL_VC4_SET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SET_TILING, struct drm_vc4_set_tiling)
+#define DRM_IOCTL_VC4_GET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_TILING, struct drm_vc4_get_tiling)
+#define DRM_IOCTL_VC4_LABEL_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_LABEL_BO, struct drm_vc4_label_bo)
+#define DRM_IOCTL_VC4_GEM_MADVISE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GEM_MADVISE, struct drm_vc4_gem_madvise)
+#define DRM_IOCTL_VC4_PERFMON_CREATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_CREATE, struct drm_vc4_perfmon_create)
+#define DRM_IOCTL_VC4_PERFMON_DESTROY DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_DESTROY, struct drm_vc4_perfmon_destroy)
+#define DRM_IOCTL_VC4_PERFMON_GET_VALUES DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_GET_VALUES, struct drm_vc4_perfmon_get_values)
+
+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)
+/* By default, the kernel gets to choose the order that the tiles are
+ * rendered in. If this is set, then the tiles will be rendered in a
+ * raster order, with the right-to-left vs left-to-right and
+ * top-to-bottom vs bottom-to-top dictated by
+ * VC4_SUBMIT_CL_RCL_ORDER_INCREASING_*. This allows overlapping
+ * blits to be implemented using the 3D engine.
+ */
+#define VC4_SUBMIT_CL_FIXED_RCL_ORDER (1 << 1)
+#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_X (1 << 2)
+#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_Y (1 << 3)
+ __u32 flags;
+
+ /* Returned value of the seqno of this render job (for the
+ * wait ioctl).
+ */
+ __u64 seqno;
+
+ /* ID of the perfmon to attach to this job. 0 means no perfmon. */
+ __u32 perfmonid;
+
+ /* Syncobj handle to wait on. If set, processing of this render job
+ * will not start until the syncobj is signaled. 0 means ignore.
+ */
+ __u32 in_sync;
+
+ /* Syncobj handle to export fence to. If set, the fence in the syncobj
+ * will be replaced with a fence that signals upon completion of this
+ * render job. 0 means ignore.
+ */
+ __u32 out_sync;
+
+ __u32 pad2;
+};
+
+/**
+ * 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
+#define DRM_VC4_PARAM_SUPPORTS_ETC1 4
+#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5
+#define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER 6
+#define DRM_VC4_PARAM_SUPPORTS_MADVISE 7
+#define DRM_VC4_PARAM_SUPPORTS_PERFMON 8
+
+struct drm_vc4_get_param {
+ __u32 param;
+ __u32 pad;
+ __u64 value;
+};
+
+struct drm_vc4_get_tiling {
+ __u32 handle;
+ __u32 flags;
+ __u64 modifier;
+};
+
+struct drm_vc4_set_tiling {
+ __u32 handle;
+ __u32 flags;
+ __u64 modifier;
+};
+
+/**
+ * struct drm_vc4_label_bo - Attach a name to a BO for debug purposes.
+ */
+struct drm_vc4_label_bo {
+ __u32 handle;
+ __u32 len;
+ __u64 name;
+};
+
+/*
+ * States prefixed with '__' are internal states and cannot be passed to the
+ * DRM_IOCTL_VC4_GEM_MADVISE ioctl.
+ */
+#define VC4_MADV_WILLNEED 0
+#define VC4_MADV_DONTNEED 1
+#define __VC4_MADV_PURGED 2
+#define __VC4_MADV_NOTSUPP 3
+
+struct drm_vc4_gem_madvise {
+ __u32 handle;
+ __u32 madv;
+ __u32 retained;
+ __u32 pad;
+};
+
+enum {
+ VC4_PERFCNT_FEP_VALID_PRIMS_NO_RENDER,
+ VC4_PERFCNT_FEP_VALID_PRIMS_RENDER,
+ VC4_PERFCNT_FEP_CLIPPED_QUADS,
+ VC4_PERFCNT_FEP_VALID_QUADS,
+ VC4_PERFCNT_TLB_QUADS_NOT_PASSING_STENCIL,
+ VC4_PERFCNT_TLB_QUADS_NOT_PASSING_Z_AND_STENCIL,
+ VC4_PERFCNT_TLB_QUADS_PASSING_Z_AND_STENCIL,
+ VC4_PERFCNT_TLB_QUADS_ZERO_COVERAGE,
+ VC4_PERFCNT_TLB_QUADS_NON_ZERO_COVERAGE,
+ VC4_PERFCNT_TLB_QUADS_WRITTEN_TO_COLOR_BUF,
+ VC4_PERFCNT_PLB_PRIMS_OUTSIDE_VIEWPORT,
+ VC4_PERFCNT_PLB_PRIMS_NEED_CLIPPING,
+ VC4_PERFCNT_PSE_PRIMS_REVERSED,
+ VC4_PERFCNT_QPU_TOTAL_IDLE_CYCLES,
+ VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_VERTEX_COORD_SHADING,
+ VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_FRAGMENT_SHADING,
+ VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_EXEC_VALID_INST,
+ VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_TMUS,
+ VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_SCOREBOARD,
+ VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_VARYINGS,
+ VC4_PERFCNT_QPU_TOTAL_INST_CACHE_HIT,
+ VC4_PERFCNT_QPU_TOTAL_INST_CACHE_MISS,
+ VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_HIT,
+ VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_MISS,
+ VC4_PERFCNT_TMU_TOTAL_TEXT_QUADS_PROCESSED,
+ VC4_PERFCNT_TMU_TOTAL_TEXT_CACHE_MISS,
+ VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VDW_STALLED,
+ VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VCD_STALLED,
+ VC4_PERFCNT_L2C_TOTAL_L2_CACHE_HIT,
+ VC4_PERFCNT_L2C_TOTAL_L2_CACHE_MISS,
+ VC4_PERFCNT_NUM_EVENTS,
+};
+
+#define DRM_VC4_MAX_PERF_COUNTERS 16
+
+struct drm_vc4_perfmon_create {
+ __u32 id;
+ __u32 ncounters;
+ __u8 events[DRM_VC4_MAX_PERF_COUNTERS];
+};
+
+struct drm_vc4_perfmon_destroy {
+ __u32 id;
+};
+
+/*
+ * Returns the values of the performance counters tracked by this
+ * perfmon (as an array of ncounters u64 values).
+ *
+ * No implicit synchronization is performed, so the user has to
+ * guarantee that any jobs using this perfmon have already been
+ * completed (probably by blocking on the seqno returned by the
+ * last exec that used the perfmon).
+ */
+struct drm_vc4_perfmon_get_values {
+ __u32 id;
+ __u64 values_ptr;
+};
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif /* _UAPI_VC4_DRM_H_ */