/* * 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_ */
/*
* 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_ */