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  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_ */