| /* |
| * 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" |
| |
| #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_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) |
| |
| 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) |
| __u32 flags; |
| |
| /* Returned value of the seqno of this render job (for the |
| * wait ioctl). |
| */ |
| __u64 seqno; |
| }; |
| |
| /** |
| * 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]; |
| }; |
| |
| #endif /* _UAPI_VC4_DRM_H_ */ |