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/* |
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* Copyright © 2014-2015 Broadcom |
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* |
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* Permission is hereby granted, free of charge, to any person obtaining a |
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* copy of this software and associated documentation files (the "Software"), |
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* to deal in the Software without restriction, including without limitation |
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* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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* and/or sell copies of the Software, and to permit persons to whom the |
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* Software is furnished to do so, subject to the following conditions: |
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* |
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* The above copyright notice and this permission notice (including the next |
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* paragraph) shall be included in all copies or substantial portions of the |
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* Software. |
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* |
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS |
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* IN THE SOFTWARE. |
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*/ |
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#ifndef _VC4_DRM_H_ |
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#define _VC4_DRM_H_ |
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#include "drm.h" |
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#if defined(__cplusplus) |
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extern "C" { |
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#endif |
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#define DRM_VC4_SUBMIT_CL 0x00 |
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#define DRM_VC4_WAIT_SEQNO 0x01 |
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#define DRM_VC4_WAIT_BO 0x02 |
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#define DRM_VC4_CREATE_BO 0x03 |
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#define DRM_VC4_MMAP_BO 0x04 |
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#define DRM_VC4_CREATE_SHADER_BO 0x05 |
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#define DRM_VC4_GET_HANG_STATE 0x06 |
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#define DRM_VC4_GET_PARAM 0x07 |
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#define DRM_VC4_SET_TILING 0x08 |
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#define DRM_VC4_GET_TILING 0x09 |
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#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl) |
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#define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno) |
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#define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo) |
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#define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo) |
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#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo) |
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#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo) |
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#define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state) |
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#define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param) |
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#define DRM_IOCTL_VC4_SET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SET_TILING, struct drm_vc4_set_tiling) |
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#define DRM_IOCTL_VC4_GET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_TILING, struct drm_vc4_get_tiling) |
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struct drm_vc4_submit_rcl_surface { |
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__u32 hindex; /* Handle index, or ~0 if not present. */ |
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__u32 offset; /* Offset to start of buffer. */ |
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/* |
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* Bits for either render config (color_write) or load/store packet. |
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* Bits should all be 0 for MSAA load/stores. |
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*/ |
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__u16 bits; |
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#define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0) |
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__u16 flags; |
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}; |
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/** |
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* struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D |
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* engine. |
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* |
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* Drivers typically use GPU BOs to store batchbuffers / command lists and |
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* their associated state. However, because the VC4 lacks an MMU, we have to |
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* do validation of memory accesses by the GPU commands. If we were to store |
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* our commands in BOs, we'd need to do uncached readback from them to do the |
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* validation process, which is too expensive. Instead, userspace accumulates |
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* commands and associated state in plain memory, then the kernel copies the |
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* data to its own address space, and then validates and stores it in a GPU |
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* BO. |
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*/ |
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struct drm_vc4_submit_cl { |
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/* Pointer to the binner command list. |
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* |
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* This is the first set of commands executed, which runs the |
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* coordinate shader to determine where primitives land on the screen, |
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* then writes out the state updates and draw calls necessary per tile |
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* to the tile allocation BO. |
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*/ |
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__u64 bin_cl; |
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/* Pointer to the shader records. |
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* |
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* Shader records are the structures read by the hardware that contain |
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* pointers to uniforms, shaders, and vertex attributes. The |
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* reference to the shader record has enough information to determine |
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* how many pointers are necessary (fixed number for shaders/uniforms, |
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* and an attribute count), so those BO indices into bo_handles are |
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* just stored as __u32s before each shader record passed in. |
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*/ |
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__u64 shader_rec; |
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/* Pointer to uniform data and texture handles for the textures |
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* referenced by the shader. |
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* |
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* For each shader state record, there is a set of uniform data in the |
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* order referenced by the record (FS, VS, then CS). Each set of |
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* uniform data has a __u32 index into bo_handles per texture |
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* sample operation, in the order the QPU_W_TMUn_S writes appear in |
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* the program. Following the texture BO handle indices is the actual |
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* uniform data. |
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* |
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* The individual uniform state blocks don't have sizes passed in, |
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* because the kernel has to determine the sizes anyway during shader |
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* code validation. |
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*/ |
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__u64 uniforms; |
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__u64 bo_handles; |
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/* Size in bytes of the binner command list. */ |
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__u32 bin_cl_size; |
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/* Size in bytes of the set of shader records. */ |
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__u32 shader_rec_size; |
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/* Number of shader records. |
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* |
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* This could just be computed from the contents of shader_records and |
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* the address bits of references to them from the bin CL, but it |
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* keeps the kernel from having to resize some allocations it makes. |
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*/ |
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__u32 shader_rec_count; |
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/* Size in bytes of the uniform state. */ |
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__u32 uniforms_size; |
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/* Number of BO handles passed in (size is that times 4). */ |
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__u32 bo_handle_count; |
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/* RCL setup: */ |
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__u16 width; |
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__u16 height; |
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__u8 min_x_tile; |
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__u8 min_y_tile; |
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__u8 max_x_tile; |
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__u8 max_y_tile; |
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struct drm_vc4_submit_rcl_surface color_read; |
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struct drm_vc4_submit_rcl_surface color_write; |
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struct drm_vc4_submit_rcl_surface zs_read; |
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struct drm_vc4_submit_rcl_surface zs_write; |
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struct drm_vc4_submit_rcl_surface msaa_color_write; |
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struct drm_vc4_submit_rcl_surface msaa_zs_write; |
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__u32 clear_color[2]; |
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__u32 clear_z; |
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__u8 clear_s; |
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__u32 pad:24; |
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#define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0) |
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__u32 flags; |
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/* Returned value of the seqno of this render job (for the |
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* wait ioctl). |
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*/ |
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__u64 seqno; |
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}; |
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/** |
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* struct drm_vc4_wait_seqno - ioctl argument for waiting for |
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* DRM_VC4_SUBMIT_CL completion using its returned seqno. |
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* |
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* timeout_ns is the timeout in nanoseconds, where "0" means "don't |
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* block, just return the status." |
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*/ |
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struct drm_vc4_wait_seqno { |
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__u64 seqno; |
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__u64 timeout_ns; |
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}; |
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/** |
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* struct drm_vc4_wait_bo - ioctl argument for waiting for |
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* completion of the last DRM_VC4_SUBMIT_CL on a BO. |
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* |
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* This is useful for cases where multiple processes might be |
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* rendering to a BO and you want to wait for all rendering to be |
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* completed. |
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*/ |
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struct drm_vc4_wait_bo { |
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__u32 handle; |
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__u32 pad; |
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__u64 timeout_ns; |
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}; |
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/** |
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* struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs. |
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* |
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* There are currently no values for the flags argument, but it may be |
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* used in a future extension. |
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*/ |
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struct drm_vc4_create_bo { |
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__u32 size; |
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__u32 flags; |
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/** Returned GEM handle for the BO. */ |
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__u32 handle; |
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__u32 pad; |
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}; |
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/** |
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* struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs. |
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* |
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* This doesn't actually perform an mmap. Instead, it returns the |
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* offset you need to use in an mmap on the DRM device node. This |
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* means that tools like valgrind end up knowing about the mapped |
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* memory. |
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* |
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* There are currently no values for the flags argument, but it may be |
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* used in a future extension. |
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*/ |
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struct drm_vc4_mmap_bo { |
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/** Handle for the object being mapped. */ |
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__u32 handle; |
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__u32 flags; |
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/** offset into the drm node to use for subsequent mmap call. */ |
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__u64 offset; |
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}; |
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/** |
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* struct drm_vc4_create_shader_bo - ioctl argument for creating VC4 |
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* shader BOs. |
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* |
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* Since allowing a shader to be overwritten while it's also being |
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* executed from would allow privlege escalation, shaders must be |
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* created using this ioctl, and they can't be mmapped later. |
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*/ |
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struct drm_vc4_create_shader_bo { |
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/* Size of the data argument. */ |
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__u32 size; |
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/* Flags, currently must be 0. */ |
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__u32 flags; |
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/* Pointer to the data. */ |
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__u64 data; |
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/** Returned GEM handle for the BO. */ |
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__u32 handle; |
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/* Pad, must be 0. */ |
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__u32 pad; |
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}; |
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struct drm_vc4_get_hang_state_bo { |
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__u32 handle; |
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__u32 paddr; |
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__u32 size; |
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__u32 pad; |
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}; |
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/** |
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* struct drm_vc4_hang_state - ioctl argument for collecting state |
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* from a GPU hang for analysis. |
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*/ |
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struct drm_vc4_get_hang_state { |
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/** Pointer to array of struct drm_vc4_get_hang_state_bo. */ |
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__u64 bo; |
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/** |
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* On input, the size of the bo array. Output is the number |
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* of bos to be returned. |
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*/ |
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__u32 bo_count; |
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__u32 start_bin, start_render; |
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__u32 ct0ca, ct0ea; |
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__u32 ct1ca, ct1ea; |
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__u32 ct0cs, ct1cs; |
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__u32 ct0ra0, ct1ra0; |
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__u32 bpca, bpcs; |
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__u32 bpoa, bpos; |
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__u32 vpmbase; |
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__u32 dbge; |
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__u32 fdbgo; |
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__u32 fdbgb; |
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__u32 fdbgr; |
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__u32 fdbgs; |
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__u32 errstat; |
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/* Pad that we may save more registers into in the future. */ |
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__u32 pad[16]; |
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}; |
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#define DRM_VC4_PARAM_V3D_IDENT0 0 |
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#define DRM_VC4_PARAM_V3D_IDENT1 1 |
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#define DRM_VC4_PARAM_V3D_IDENT2 2 |
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#define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3 |
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#define DRM_VC4_PARAM_SUPPORTS_ETC1 4 |
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#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5 |
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struct drm_vc4_get_param { |
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__u32 param; |
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__u32 pad; |
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__u64 value; |
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}; |
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struct drm_vc4_get_tiling { |
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__u32 handle; |
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__u32 flags; |
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__u64 modifier; |
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}; |
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struct drm_vc4_set_tiling { |
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__u32 handle; |
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__u32 flags; |
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__u64 modifier; |
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}; |
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#if defined(__cplusplus) |
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} |
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#endif |
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#endif /* _VC4_DRM_H_ */ |