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_ */
443

source code of linux/include/uapi/drm/vc4_drm.h