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1/*2 * Copyright © 2014-2015 Broadcom3 *4 * Permission is hereby granted, free of charge, to any person obtaining a5 * copy of this software and associated documentation files (the "Software"),6 * to deal in the Software without restriction, including without limitation7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,8 * and/or sell copies of the Software, and to permit persons to whom the9 * Software is furnished to do so, subject to the following conditions:10 *11 * The above copyright notice and this permission notice (including the next12 * paragraph) shall be included in all copies or substantial portions of the13 * Software.14 *15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS21 * 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#endif32 33#define DRM_VC4_SUBMIT_CL                         0x0034#define DRM_VC4_WAIT_SEQNO                        0x0135#define DRM_VC4_WAIT_BO                           0x0236#define DRM_VC4_CREATE_BO                         0x0337#define DRM_VC4_MMAP_BO                           0x0438#define DRM_VC4_CREATE_SHADER_BO                  0x0539#define DRM_VC4_GET_HANG_STATE                    0x0640#define DRM_VC4_GET_PARAM                         0x0741#define DRM_VC4_SET_TILING                        0x0842#define DRM_VC4_GET_TILING                        0x0943#define DRM_VC4_LABEL_BO                          0x0a44#define DRM_VC4_GEM_MADVISE                       0x0b45#define DRM_VC4_PERFMON_CREATE                    0x0c46#define DRM_VC4_PERFMON_DESTROY                   0x0d47#define DRM_VC4_PERFMON_GET_VALUES                0x0e48 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 3D80 * engine.81 *82 * Drivers typically use GPU BOs to store batchbuffers / command lists and83 * their associated state.  However, because the VC4 lacks an MMU, we have to84 * do validation of memory accesses by the GPU commands.  If we were to store85 * our commands in BOs, we'd need to do uncached readback from them to do the86 * validation process, which is too expensive.  Instead, userspace accumulates87 * commands and associated state in plain memory, then the kernel copies the88 * data to its own address space, and then validates and stores it in a GPU89 * 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 the95	 * coordinate shader to determine where primitives land on the screen,96	 * then writes out the state updates and draw calls necessary per tile97	 * 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 contain104	 * pointers to uniforms, shaders, and vertex attributes.  The105	 * reference to the shader record has enough information to determine106	 * how many pointers are necessary (fixed number for shaders/uniforms,107	 * and an attribute count), so those BO indices into bo_handles are108	 * 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 textures113	 * referenced by the shader.114	 *115	 * For each shader state record, there is a set of uniform data in the116	 * order referenced by the record (FS, VS, then CS).  Each set of117	 * uniform data has a __u32 index into bo_handles per texture118	 * sample operation, in the order the QPU_W_TMUn_S writes appear in119	 * the program.  Following the texture BO handle indices is the actual120	 * 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 shader124	 * 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 and136	 * the address bits of references to them from the bin CL, but it137	 * 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 are167 * rendered in.  If this is set, then the tiles will be rendered in a168 * raster order, with the right-to-left vs left-to-right and169 * top-to-bottom vs bottom-to-top dictated by170 * VC4_SUBMIT_CL_RCL_ORDER_INCREASING_*.  This allows overlapping171 * 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 the179	 * 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 job187	 * 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 syncobj192	 * will be replaced with a fence that signals upon completion of this193	 * 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 for202 * DRM_VC4_SUBMIT_CL completion using its returned seqno.203 *204 * timeout_ns is the timeout in nanoseconds, where "0" means "don't205 * 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 for214 * completion of the last DRM_VC4_SUBMIT_CL on a BO.215 *216 * This is useful for cases where multiple processes might be217 * rendering to a BO and you want to wait for all rendering to be218 * 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 be230 * 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 the244 * offset you need to use in an mmap on the DRM device node.  This245 * means that tools like valgrind end up knowing about the mapped246 * memory.247 *248 * There are currently no values for the flags argument, but it may be249 * 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 VC4261 * shader BOs.262 *263 * Since allowing a shader to be overwritten while it's also being264 * executed from would allow privlege escalation, shaders must be265 * 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 state291 * 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 number298	 * 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		0326#define DRM_VC4_PARAM_V3D_IDENT1		1327#define DRM_VC4_PARAM_V3D_IDENT2		2328#define DRM_VC4_PARAM_SUPPORTS_BRANCHES		3329#define DRM_VC4_PARAM_SUPPORTS_ETC1		4330#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS	5331#define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER	6332#define DRM_VC4_PARAM_SUPPORTS_MADVISE		7333#define DRM_VC4_PARAM_SUPPORTS_PERFMON		8334 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 the364 * DRM_IOCTL_VC4_GEM_MADVISE ioctl.365 */366#define VC4_MADV_WILLNEED			0367#define VC4_MADV_DONTNEED			1368#define __VC4_MADV_PURGED			2369#define __VC4_MADV_NOTSUPP			3370 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	16413 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 this426 * perfmon (as an array of ncounters u64 values).427 *428 * No implicit synchronization is performed, so the user has to429 * guarantee that any jobs using this perfmon have already been430 * completed  (probably by blocking on the seqno returned by the431 * 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#endif441 442#endif /* _UAPI_VC4_DRM_H_ */443