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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 _VC4_DRM_H_
     25 #define _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 	/* Unused field to align this struct on 64 bits. Must be set to 0.
    187 	 * If one ever needs to add an u32 field to this struct, this field
    188 	 * can be used.
    189 	 */
    190 	__u32 pad2;
    191 };
    192 
    193 /**
    194  * struct drm_vc4_wait_seqno - ioctl argument for waiting for
    195  * DRM_VC4_SUBMIT_CL completion using its returned seqno.
    196  *
    197  * timeout_ns is the timeout in nanoseconds, where "0" means "don't
    198  * block, just return the status."
    199  */
    200 struct drm_vc4_wait_seqno {
    201 	__u64 seqno;
    202 	__u64 timeout_ns;
    203 };
    204 
    205 /**
    206  * struct drm_vc4_wait_bo - ioctl argument for waiting for
    207  * completion of the last DRM_VC4_SUBMIT_CL on a BO.
    208  *
    209  * This is useful for cases where multiple processes might be
    210  * rendering to a BO and you want to wait for all rendering to be
    211  * completed.
    212  */
    213 struct drm_vc4_wait_bo {
    214 	__u32 handle;
    215 	__u32 pad;
    216 	__u64 timeout_ns;
    217 };
    218 
    219 /**
    220  * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
    221  *
    222  * There are currently no values for the flags argument, but it may be
    223  * used in a future extension.
    224  */
    225 struct drm_vc4_create_bo {
    226 	__u32 size;
    227 	__u32 flags;
    228 	/** Returned GEM handle for the BO. */
    229 	__u32 handle;
    230 	__u32 pad;
    231 };
    232 
    233 /**
    234  * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
    235  *
    236  * This doesn't actually perform an mmap.  Instead, it returns the
    237  * offset you need to use in an mmap on the DRM device node.  This
    238  * means that tools like valgrind end up knowing about the mapped
    239  * memory.
    240  *
    241  * There are currently no values for the flags argument, but it may be
    242  * used in a future extension.
    243  */
    244 struct drm_vc4_mmap_bo {
    245 	/** Handle for the object being mapped. */
    246 	__u32 handle;
    247 	__u32 flags;
    248 	/** offset into the drm node to use for subsequent mmap call. */
    249 	__u64 offset;
    250 };
    251 
    252 /**
    253  * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
    254  * shader BOs.
    255  *
    256  * Since allowing a shader to be overwritten while it's also being
    257  * executed from would allow privlege escalation, shaders must be
    258  * created using this ioctl, and they can't be mmapped later.
    259  */
    260 struct drm_vc4_create_shader_bo {
    261 	/* Size of the data argument. */
    262 	__u32 size;
    263 	/* Flags, currently must be 0. */
    264 	__u32 flags;
    265 
    266 	/* Pointer to the data. */
    267 	__u64 data;
    268 
    269 	/** Returned GEM handle for the BO. */
    270 	__u32 handle;
    271 	/* Pad, must be 0. */
    272 	__u32 pad;
    273 };
    274 
    275 struct drm_vc4_get_hang_state_bo {
    276 	__u32 handle;
    277 	__u32 paddr;
    278 	__u32 size;
    279 	__u32 pad;
    280 };
    281 
    282 /**
    283  * struct drm_vc4_hang_state - ioctl argument for collecting state
    284  * from a GPU hang for analysis.
    285 */
    286 struct drm_vc4_get_hang_state {
    287 	/** Pointer to array of struct drm_vc4_get_hang_state_bo. */
    288 	__u64 bo;
    289 	/**
    290 	 * On input, the size of the bo array.  Output is the number
    291 	 * of bos to be returned.
    292 	 */
    293 	__u32 bo_count;
    294 
    295 	__u32 start_bin, start_render;
    296 
    297 	__u32 ct0ca, ct0ea;
    298 	__u32 ct1ca, ct1ea;
    299 	__u32 ct0cs, ct1cs;
    300 	__u32 ct0ra0, ct1ra0;
    301 
    302 	__u32 bpca, bpcs;
    303 	__u32 bpoa, bpos;
    304 
    305 	__u32 vpmbase;
    306 
    307 	__u32 dbge;
    308 	__u32 fdbgo;
    309 	__u32 fdbgb;
    310 	__u32 fdbgr;
    311 	__u32 fdbgs;
    312 	__u32 errstat;
    313 
    314 	/* Pad that we may save more registers into in the future. */
    315 	__u32 pad[16];
    316 };
    317 
    318 #define DRM_VC4_PARAM_V3D_IDENT0		0
    319 #define DRM_VC4_PARAM_V3D_IDENT1		1
    320 #define DRM_VC4_PARAM_V3D_IDENT2		2
    321 #define DRM_VC4_PARAM_SUPPORTS_BRANCHES		3
    322 #define DRM_VC4_PARAM_SUPPORTS_ETC1		4
    323 #define DRM_VC4_PARAM_SUPPORTS_THREADED_FS	5
    324 #define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER	6
    325 #define DRM_VC4_PARAM_SUPPORTS_MADVISE		7
    326 #define DRM_VC4_PARAM_SUPPORTS_PERFMON		8
    327 
    328 struct drm_vc4_get_param {
    329 	__u32 param;
    330 	__u32 pad;
    331 	__u64 value;
    332 };
    333 
    334 struct drm_vc4_get_tiling {
    335 	__u32 handle;
    336 	__u32 flags;
    337 	__u64 modifier;
    338 };
    339 
    340 struct drm_vc4_set_tiling {
    341 	__u32 handle;
    342 	__u32 flags;
    343 	__u64 modifier;
    344 };
    345 
    346 /**
    347  * struct drm_vc4_label_bo - Attach a name to a BO for debug purposes.
    348  */
    349 struct drm_vc4_label_bo {
    350 	__u32 handle;
    351 	__u32 len;
    352 	__u64 name;
    353 };
    354 
    355 /*
    356  * States prefixed with '__' are internal states and cannot be passed to the
    357  * DRM_IOCTL_VC4_GEM_MADVISE ioctl.
    358  */
    359 #define VC4_MADV_WILLNEED			0
    360 #define VC4_MADV_DONTNEED			1
    361 #define __VC4_MADV_PURGED			2
    362 #define __VC4_MADV_NOTSUPP			3
    363 
    364 struct drm_vc4_gem_madvise {
    365 	__u32 handle;
    366 	__u32 madv;
    367 	__u32 retained;
    368 	__u32 pad;
    369 };
    370 
    371 enum {
    372 	VC4_PERFCNT_FEP_VALID_PRIMS_NO_RENDER,
    373 	VC4_PERFCNT_FEP_VALID_PRIMS_RENDER,
    374 	VC4_PERFCNT_FEP_CLIPPED_QUADS,
    375 	VC4_PERFCNT_FEP_VALID_QUADS,
    376 	VC4_PERFCNT_TLB_QUADS_NOT_PASSING_STENCIL,
    377 	VC4_PERFCNT_TLB_QUADS_NOT_PASSING_Z_AND_STENCIL,
    378 	VC4_PERFCNT_TLB_QUADS_PASSING_Z_AND_STENCIL,
    379 	VC4_PERFCNT_TLB_QUADS_ZERO_COVERAGE,
    380 	VC4_PERFCNT_TLB_QUADS_NON_ZERO_COVERAGE,
    381 	VC4_PERFCNT_TLB_QUADS_WRITTEN_TO_COLOR_BUF,
    382 	VC4_PERFCNT_PLB_PRIMS_OUTSIDE_VIEWPORT,
    383 	VC4_PERFCNT_PLB_PRIMS_NEED_CLIPPING,
    384 	VC4_PERFCNT_PSE_PRIMS_REVERSED,
    385 	VC4_PERFCNT_QPU_TOTAL_IDLE_CYCLES,
    386 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_VERTEX_COORD_SHADING,
    387 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_FRAGMENT_SHADING,
    388 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_EXEC_VALID_INST,
    389 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_TMUS,
    390 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_SCOREBOARD,
    391 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_VARYINGS,
    392 	VC4_PERFCNT_QPU_TOTAL_INST_CACHE_HIT,
    393 	VC4_PERFCNT_QPU_TOTAL_INST_CACHE_MISS,
    394 	VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_HIT,
    395 	VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_MISS,
    396 	VC4_PERFCNT_TMU_TOTAL_TEXT_QUADS_PROCESSED,
    397 	VC4_PERFCNT_TMU_TOTAL_TEXT_CACHE_MISS,
    398 	VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VDW_STALLED,
    399 	VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VCD_STALLED,
    400 	VC4_PERFCNT_L2C_TOTAL_L2_CACHE_HIT,
    401 	VC4_PERFCNT_L2C_TOTAL_L2_CACHE_MISS,
    402 	VC4_PERFCNT_NUM_EVENTS,
    403 };
    404 
    405 #define DRM_VC4_MAX_PERF_COUNTERS	16
    406 
    407 struct drm_vc4_perfmon_create {
    408 	__u32 id;
    409 	__u32 ncounters;
    410 	__u8 events[DRM_VC4_MAX_PERF_COUNTERS];
    411 };
    412 
    413 struct drm_vc4_perfmon_destroy {
    414 	__u32 id;
    415 };
    416 
    417 /*
    418  * Returns the values of the performance counters tracked by this
    419  * perfmon (as an array of ncounters u64 values).
    420  *
    421  * No implicit synchronization is performed, so the user has to
    422  * guarantee that any jobs using this perfmon have already been
    423  * completed  (probably by blocking on the seqno returned by the
    424  * last exec that used the perfmon).
    425  */
    426 struct drm_vc4_perfmon_get_values {
    427 	__u32 id;
    428 	__u64 values_ptr;
    429 };
    430 
    431 #if defined(__cplusplus)
    432 }
    433 #endif
    434 
    435 #endif /* _VC4_DRM_H_ */
    436