442 lines · 14.1 KB · C
RawDownload
/* * 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_ */