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TOMOYO Linux Cross Reference
Linux/include/uapi/drm/vc4_drm.h

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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)
 30 extern "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 
 65 struct 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  */
 91 struct 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 "" means "don't
205  * block, just return the status."
206  */
207 struct 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  */
220 struct 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  */
232 struct 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  */
251 struct 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  */
267 struct 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 
282 struct 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 */
293 struct 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 
335 struct drm_vc4_get_param {
336         __u32 param;
337         __u32 pad;
338         __u64 value;
339 };
340 
341 struct drm_vc4_get_tiling {
342         __u32 handle;
343         __u32 flags;
344         __u64 modifier;
345 };
346 
347 struct 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  */
356 struct 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 
371 struct drm_vc4_gem_madvise {
372         __u32 handle;
373         __u32 madv;
374         __u32 retained;
375         __u32 pad;
376 };
377 
378 enum {
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 
414 struct drm_vc4_perfmon_create {
415         __u32 id;
416         __u32 ncounters;
417         __u8 events[DRM_VC4_MAX_PERF_COUNTERS];
418 };
419 
420 struct 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  */
433 struct 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 

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