1*7688df22SAndroid Build Coastguard Worker /* 2*7688df22SAndroid Build Coastguard Worker * Copyright © 2014-2015 Broadcom 3*7688df22SAndroid Build Coastguard Worker * 4*7688df22SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a 5*7688df22SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"), 6*7688df22SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation 7*7688df22SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8*7688df22SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the 9*7688df22SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions: 10*7688df22SAndroid Build Coastguard Worker * 11*7688df22SAndroid Build Coastguard Worker * The above copyright notice and this permission notice (including the next 12*7688df22SAndroid Build Coastguard Worker * paragraph) shall be included in all copies or substantial portions of the 13*7688df22SAndroid Build Coastguard Worker * Software. 14*7688df22SAndroid Build Coastguard Worker * 15*7688df22SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16*7688df22SAndroid Build Coastguard Worker * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17*7688df22SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18*7688df22SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19*7688df22SAndroid Build Coastguard Worker * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20*7688df22SAndroid Build Coastguard Worker * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21*7688df22SAndroid Build Coastguard Worker * IN THE SOFTWARE. 22*7688df22SAndroid Build Coastguard Worker */ 23*7688df22SAndroid Build Coastguard Worker 24*7688df22SAndroid Build Coastguard Worker #ifndef _VC4_DRM_H_ 25*7688df22SAndroid Build Coastguard Worker #define _VC4_DRM_H_ 26*7688df22SAndroid Build Coastguard Worker 27*7688df22SAndroid Build Coastguard Worker #include "drm.h" 28*7688df22SAndroid Build Coastguard Worker 29*7688df22SAndroid Build Coastguard Worker #if defined(__cplusplus) 30*7688df22SAndroid Build Coastguard Worker extern "C" { 31*7688df22SAndroid Build Coastguard Worker #endif 32*7688df22SAndroid Build Coastguard Worker 33*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_SUBMIT_CL 0x00 34*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_WAIT_SEQNO 0x01 35*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_WAIT_BO 0x02 36*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_CREATE_BO 0x03 37*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_MMAP_BO 0x04 38*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_CREATE_SHADER_BO 0x05 39*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_GET_HANG_STATE 0x06 40*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_GET_PARAM 0x07 41*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_SET_TILING 0x08 42*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_GET_TILING 0x09 43*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_LABEL_BO 0x0a 44*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_GEM_MADVISE 0x0b 45*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_PERFMON_CREATE 0x0c 46*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_PERFMON_DESTROY 0x0d 47*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_PERFMON_GET_VALUES 0x0e 48*7688df22SAndroid Build Coastguard Worker 49*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl) 50*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno) 51*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo) 52*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo) 53*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo) 54*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo) 55*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state) 56*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param) 57*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_SET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SET_TILING, struct drm_vc4_set_tiling) 58*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_GET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_TILING, struct drm_vc4_get_tiling) 59*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_LABEL_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_LABEL_BO, struct drm_vc4_label_bo) 60*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_GEM_MADVISE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GEM_MADVISE, struct drm_vc4_gem_madvise) 61*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_PERFMON_CREATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_CREATE, struct drm_vc4_perfmon_create) 62*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_PERFMON_DESTROY DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_DESTROY, struct drm_vc4_perfmon_destroy) 63*7688df22SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_PERFMON_GET_VALUES DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_GET_VALUES, struct drm_vc4_perfmon_get_values) 64*7688df22SAndroid Build Coastguard Worker 65*7688df22SAndroid Build Coastguard Worker struct drm_vc4_submit_rcl_surface { 66*7688df22SAndroid Build Coastguard Worker __u32 hindex; /* Handle index, or ~0 if not present. */ 67*7688df22SAndroid Build Coastguard Worker __u32 offset; /* Offset to start of buffer. */ 68*7688df22SAndroid Build Coastguard Worker /* 69*7688df22SAndroid Build Coastguard Worker * Bits for either render config (color_write) or load/store packet. 70*7688df22SAndroid Build Coastguard Worker * Bits should all be 0 for MSAA load/stores. 71*7688df22SAndroid Build Coastguard Worker */ 72*7688df22SAndroid Build Coastguard Worker __u16 bits; 73*7688df22SAndroid Build Coastguard Worker 74*7688df22SAndroid Build Coastguard Worker #define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0) 75*7688df22SAndroid Build Coastguard Worker __u16 flags; 76*7688df22SAndroid Build Coastguard Worker }; 77*7688df22SAndroid Build Coastguard Worker 78*7688df22SAndroid Build Coastguard Worker /** 79*7688df22SAndroid Build Coastguard Worker * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D 80*7688df22SAndroid Build Coastguard Worker * engine. 81*7688df22SAndroid Build Coastguard Worker * 82*7688df22SAndroid Build Coastguard Worker * Drivers typically use GPU BOs to store batchbuffers / command lists and 83*7688df22SAndroid Build Coastguard Worker * their associated state. However, because the VC4 lacks an MMU, we have to 84*7688df22SAndroid Build Coastguard Worker * do validation of memory accesses by the GPU commands. If we were to store 85*7688df22SAndroid Build Coastguard Worker * our commands in BOs, we'd need to do uncached readback from them to do the 86*7688df22SAndroid Build Coastguard Worker * validation process, which is too expensive. Instead, userspace accumulates 87*7688df22SAndroid Build Coastguard Worker * commands and associated state in plain memory, then the kernel copies the 88*7688df22SAndroid Build Coastguard Worker * data to its own address space, and then validates and stores it in a GPU 89*7688df22SAndroid Build Coastguard Worker * BO. 90*7688df22SAndroid Build Coastguard Worker */ 91*7688df22SAndroid Build Coastguard Worker struct drm_vc4_submit_cl { 92*7688df22SAndroid Build Coastguard Worker /* Pointer to the binner command list. 93*7688df22SAndroid Build Coastguard Worker * 94*7688df22SAndroid Build Coastguard Worker * This is the first set of commands executed, which runs the 95*7688df22SAndroid Build Coastguard Worker * coordinate shader to determine where primitives land on the screen, 96*7688df22SAndroid Build Coastguard Worker * then writes out the state updates and draw calls necessary per tile 97*7688df22SAndroid Build Coastguard Worker * to the tile allocation BO. 98*7688df22SAndroid Build Coastguard Worker */ 99*7688df22SAndroid Build Coastguard Worker __u64 bin_cl; 100*7688df22SAndroid Build Coastguard Worker 101*7688df22SAndroid Build Coastguard Worker /* Pointer to the shader records. 102*7688df22SAndroid Build Coastguard Worker * 103*7688df22SAndroid Build Coastguard Worker * Shader records are the structures read by the hardware that contain 104*7688df22SAndroid Build Coastguard Worker * pointers to uniforms, shaders, and vertex attributes. The 105*7688df22SAndroid Build Coastguard Worker * reference to the shader record has enough information to determine 106*7688df22SAndroid Build Coastguard Worker * how many pointers are necessary (fixed number for shaders/uniforms, 107*7688df22SAndroid Build Coastguard Worker * and an attribute count), so those BO indices into bo_handles are 108*7688df22SAndroid Build Coastguard Worker * just stored as __u32s before each shader record passed in. 109*7688df22SAndroid Build Coastguard Worker */ 110*7688df22SAndroid Build Coastguard Worker __u64 shader_rec; 111*7688df22SAndroid Build Coastguard Worker 112*7688df22SAndroid Build Coastguard Worker /* Pointer to uniform data and texture handles for the textures 113*7688df22SAndroid Build Coastguard Worker * referenced by the shader. 114*7688df22SAndroid Build Coastguard Worker * 115*7688df22SAndroid Build Coastguard Worker * For each shader state record, there is a set of uniform data in the 116*7688df22SAndroid Build Coastguard Worker * order referenced by the record (FS, VS, then CS). Each set of 117*7688df22SAndroid Build Coastguard Worker * uniform data has a __u32 index into bo_handles per texture 118*7688df22SAndroid Build Coastguard Worker * sample operation, in the order the QPU_W_TMUn_S writes appear in 119*7688df22SAndroid Build Coastguard Worker * the program. Following the texture BO handle indices is the actual 120*7688df22SAndroid Build Coastguard Worker * uniform data. 121*7688df22SAndroid Build Coastguard Worker * 122*7688df22SAndroid Build Coastguard Worker * The individual uniform state blocks don't have sizes passed in, 123*7688df22SAndroid Build Coastguard Worker * because the kernel has to determine the sizes anyway during shader 124*7688df22SAndroid Build Coastguard Worker * code validation. 125*7688df22SAndroid Build Coastguard Worker */ 126*7688df22SAndroid Build Coastguard Worker __u64 uniforms; 127*7688df22SAndroid Build Coastguard Worker __u64 bo_handles; 128*7688df22SAndroid Build Coastguard Worker 129*7688df22SAndroid Build Coastguard Worker /* Size in bytes of the binner command list. */ 130*7688df22SAndroid Build Coastguard Worker __u32 bin_cl_size; 131*7688df22SAndroid Build Coastguard Worker /* Size in bytes of the set of shader records. */ 132*7688df22SAndroid Build Coastguard Worker __u32 shader_rec_size; 133*7688df22SAndroid Build Coastguard Worker /* Number of shader records. 134*7688df22SAndroid Build Coastguard Worker * 135*7688df22SAndroid Build Coastguard Worker * This could just be computed from the contents of shader_records and 136*7688df22SAndroid Build Coastguard Worker * the address bits of references to them from the bin CL, but it 137*7688df22SAndroid Build Coastguard Worker * keeps the kernel from having to resize some allocations it makes. 138*7688df22SAndroid Build Coastguard Worker */ 139*7688df22SAndroid Build Coastguard Worker __u32 shader_rec_count; 140*7688df22SAndroid Build Coastguard Worker /* Size in bytes of the uniform state. */ 141*7688df22SAndroid Build Coastguard Worker __u32 uniforms_size; 142*7688df22SAndroid Build Coastguard Worker 143*7688df22SAndroid Build Coastguard Worker /* Number of BO handles passed in (size is that times 4). */ 144*7688df22SAndroid Build Coastguard Worker __u32 bo_handle_count; 145*7688df22SAndroid Build Coastguard Worker 146*7688df22SAndroid Build Coastguard Worker /* RCL setup: */ 147*7688df22SAndroid Build Coastguard Worker __u16 width; 148*7688df22SAndroid Build Coastguard Worker __u16 height; 149*7688df22SAndroid Build Coastguard Worker __u8 min_x_tile; 150*7688df22SAndroid Build Coastguard Worker __u8 min_y_tile; 151*7688df22SAndroid Build Coastguard Worker __u8 max_x_tile; 152*7688df22SAndroid Build Coastguard Worker __u8 max_y_tile; 153*7688df22SAndroid Build Coastguard Worker struct drm_vc4_submit_rcl_surface color_read; 154*7688df22SAndroid Build Coastguard Worker struct drm_vc4_submit_rcl_surface color_write; 155*7688df22SAndroid Build Coastguard Worker struct drm_vc4_submit_rcl_surface zs_read; 156*7688df22SAndroid Build Coastguard Worker struct drm_vc4_submit_rcl_surface zs_write; 157*7688df22SAndroid Build Coastguard Worker struct drm_vc4_submit_rcl_surface msaa_color_write; 158*7688df22SAndroid Build Coastguard Worker struct drm_vc4_submit_rcl_surface msaa_zs_write; 159*7688df22SAndroid Build Coastguard Worker __u32 clear_color[2]; 160*7688df22SAndroid Build Coastguard Worker __u32 clear_z; 161*7688df22SAndroid Build Coastguard Worker __u8 clear_s; 162*7688df22SAndroid Build Coastguard Worker 163*7688df22SAndroid Build Coastguard Worker __u32 pad:24; 164*7688df22SAndroid Build Coastguard Worker 165*7688df22SAndroid Build Coastguard Worker #define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0) 166*7688df22SAndroid Build Coastguard Worker /* By default, the kernel gets to choose the order that the tiles are 167*7688df22SAndroid Build Coastguard Worker * rendered in. If this is set, then the tiles will be rendered in a 168*7688df22SAndroid Build Coastguard Worker * raster order, with the right-to-left vs left-to-right and 169*7688df22SAndroid Build Coastguard Worker * top-to-bottom vs bottom-to-top dictated by 170*7688df22SAndroid Build Coastguard Worker * VC4_SUBMIT_CL_RCL_ORDER_INCREASING_*. This allows overlapping 171*7688df22SAndroid Build Coastguard Worker * blits to be implemented using the 3D engine. 172*7688df22SAndroid Build Coastguard Worker */ 173*7688df22SAndroid Build Coastguard Worker #define VC4_SUBMIT_CL_FIXED_RCL_ORDER (1 << 1) 174*7688df22SAndroid Build Coastguard Worker #define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_X (1 << 2) 175*7688df22SAndroid Build Coastguard Worker #define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_Y (1 << 3) 176*7688df22SAndroid Build Coastguard Worker __u32 flags; 177*7688df22SAndroid Build Coastguard Worker 178*7688df22SAndroid Build Coastguard Worker /* Returned value of the seqno of this render job (for the 179*7688df22SAndroid Build Coastguard Worker * wait ioctl). 180*7688df22SAndroid Build Coastguard Worker */ 181*7688df22SAndroid Build Coastguard Worker __u64 seqno; 182*7688df22SAndroid Build Coastguard Worker 183*7688df22SAndroid Build Coastguard Worker /* ID of the perfmon to attach to this job. 0 means no perfmon. */ 184*7688df22SAndroid Build Coastguard Worker __u32 perfmonid; 185*7688df22SAndroid Build Coastguard Worker 186*7688df22SAndroid Build Coastguard Worker /* Syncobj handle to wait on. If set, processing of this render job 187*7688df22SAndroid Build Coastguard Worker * will not start until the syncobj is signaled. 0 means ignore. 188*7688df22SAndroid Build Coastguard Worker */ 189*7688df22SAndroid Build Coastguard Worker __u32 in_sync; 190*7688df22SAndroid Build Coastguard Worker 191*7688df22SAndroid Build Coastguard Worker /* Syncobj handle to export fence to. If set, the fence in the syncobj 192*7688df22SAndroid Build Coastguard Worker * will be replaced with a fence that signals upon completion of this 193*7688df22SAndroid Build Coastguard Worker * render job. 0 means ignore. 194*7688df22SAndroid Build Coastguard Worker */ 195*7688df22SAndroid Build Coastguard Worker __u32 out_sync; 196*7688df22SAndroid Build Coastguard Worker 197*7688df22SAndroid Build Coastguard Worker __u32 pad2; 198*7688df22SAndroid Build Coastguard Worker }; 199*7688df22SAndroid Build Coastguard Worker 200*7688df22SAndroid Build Coastguard Worker /** 201*7688df22SAndroid Build Coastguard Worker * struct drm_vc4_wait_seqno - ioctl argument for waiting for 202*7688df22SAndroid Build Coastguard Worker * DRM_VC4_SUBMIT_CL completion using its returned seqno. 203*7688df22SAndroid Build Coastguard Worker * 204*7688df22SAndroid Build Coastguard Worker * timeout_ns is the timeout in nanoseconds, where "0" means "don't 205*7688df22SAndroid Build Coastguard Worker * block, just return the status." 206*7688df22SAndroid Build Coastguard Worker */ 207*7688df22SAndroid Build Coastguard Worker struct drm_vc4_wait_seqno { 208*7688df22SAndroid Build Coastguard Worker __u64 seqno; 209*7688df22SAndroid Build Coastguard Worker __u64 timeout_ns; 210*7688df22SAndroid Build Coastguard Worker }; 211*7688df22SAndroid Build Coastguard Worker 212*7688df22SAndroid Build Coastguard Worker /** 213*7688df22SAndroid Build Coastguard Worker * struct drm_vc4_wait_bo - ioctl argument for waiting for 214*7688df22SAndroid Build Coastguard Worker * completion of the last DRM_VC4_SUBMIT_CL on a BO. 215*7688df22SAndroid Build Coastguard Worker * 216*7688df22SAndroid Build Coastguard Worker * This is useful for cases where multiple processes might be 217*7688df22SAndroid Build Coastguard Worker * rendering to a BO and you want to wait for all rendering to be 218*7688df22SAndroid Build Coastguard Worker * completed. 219*7688df22SAndroid Build Coastguard Worker */ 220*7688df22SAndroid Build Coastguard Worker struct drm_vc4_wait_bo { 221*7688df22SAndroid Build Coastguard Worker __u32 handle; 222*7688df22SAndroid Build Coastguard Worker __u32 pad; 223*7688df22SAndroid Build Coastguard Worker __u64 timeout_ns; 224*7688df22SAndroid Build Coastguard Worker }; 225*7688df22SAndroid Build Coastguard Worker 226*7688df22SAndroid Build Coastguard Worker /** 227*7688df22SAndroid Build Coastguard Worker * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs. 228*7688df22SAndroid Build Coastguard Worker * 229*7688df22SAndroid Build Coastguard Worker * There are currently no values for the flags argument, but it may be 230*7688df22SAndroid Build Coastguard Worker * used in a future extension. 231*7688df22SAndroid Build Coastguard Worker */ 232*7688df22SAndroid Build Coastguard Worker struct drm_vc4_create_bo { 233*7688df22SAndroid Build Coastguard Worker __u32 size; 234*7688df22SAndroid Build Coastguard Worker __u32 flags; 235*7688df22SAndroid Build Coastguard Worker /** Returned GEM handle for the BO. */ 236*7688df22SAndroid Build Coastguard Worker __u32 handle; 237*7688df22SAndroid Build Coastguard Worker __u32 pad; 238*7688df22SAndroid Build Coastguard Worker }; 239*7688df22SAndroid Build Coastguard Worker 240*7688df22SAndroid Build Coastguard Worker /** 241*7688df22SAndroid Build Coastguard Worker * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs. 242*7688df22SAndroid Build Coastguard Worker * 243*7688df22SAndroid Build Coastguard Worker * This doesn't actually perform an mmap. Instead, it returns the 244*7688df22SAndroid Build Coastguard Worker * offset you need to use in an mmap on the DRM device node. This 245*7688df22SAndroid Build Coastguard Worker * means that tools like valgrind end up knowing about the mapped 246*7688df22SAndroid Build Coastguard Worker * memory. 247*7688df22SAndroid Build Coastguard Worker * 248*7688df22SAndroid Build Coastguard Worker * There are currently no values for the flags argument, but it may be 249*7688df22SAndroid Build Coastguard Worker * used in a future extension. 250*7688df22SAndroid Build Coastguard Worker */ 251*7688df22SAndroid Build Coastguard Worker struct drm_vc4_mmap_bo { 252*7688df22SAndroid Build Coastguard Worker /** Handle for the object being mapped. */ 253*7688df22SAndroid Build Coastguard Worker __u32 handle; 254*7688df22SAndroid Build Coastguard Worker __u32 flags; 255*7688df22SAndroid Build Coastguard Worker /** offset into the drm node to use for subsequent mmap call. */ 256*7688df22SAndroid Build Coastguard Worker __u64 offset; 257*7688df22SAndroid Build Coastguard Worker }; 258*7688df22SAndroid Build Coastguard Worker 259*7688df22SAndroid Build Coastguard Worker /** 260*7688df22SAndroid Build Coastguard Worker * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4 261*7688df22SAndroid Build Coastguard Worker * shader BOs. 262*7688df22SAndroid Build Coastguard Worker * 263*7688df22SAndroid Build Coastguard Worker * Since allowing a shader to be overwritten while it's also being 264*7688df22SAndroid Build Coastguard Worker * executed from would allow privlege escalation, shaders must be 265*7688df22SAndroid Build Coastguard Worker * created using this ioctl, and they can't be mmapped later. 266*7688df22SAndroid Build Coastguard Worker */ 267*7688df22SAndroid Build Coastguard Worker struct drm_vc4_create_shader_bo { 268*7688df22SAndroid Build Coastguard Worker /* Size of the data argument. */ 269*7688df22SAndroid Build Coastguard Worker __u32 size; 270*7688df22SAndroid Build Coastguard Worker /* Flags, currently must be 0. */ 271*7688df22SAndroid Build Coastguard Worker __u32 flags; 272*7688df22SAndroid Build Coastguard Worker 273*7688df22SAndroid Build Coastguard Worker /* Pointer to the data. */ 274*7688df22SAndroid Build Coastguard Worker __u64 data; 275*7688df22SAndroid Build Coastguard Worker 276*7688df22SAndroid Build Coastguard Worker /** Returned GEM handle for the BO. */ 277*7688df22SAndroid Build Coastguard Worker __u32 handle; 278*7688df22SAndroid Build Coastguard Worker /* Pad, must be 0. */ 279*7688df22SAndroid Build Coastguard Worker __u32 pad; 280*7688df22SAndroid Build Coastguard Worker }; 281*7688df22SAndroid Build Coastguard Worker 282*7688df22SAndroid Build Coastguard Worker struct drm_vc4_get_hang_state_bo { 283*7688df22SAndroid Build Coastguard Worker __u32 handle; 284*7688df22SAndroid Build Coastguard Worker __u32 paddr; 285*7688df22SAndroid Build Coastguard Worker __u32 size; 286*7688df22SAndroid Build Coastguard Worker __u32 pad; 287*7688df22SAndroid Build Coastguard Worker }; 288*7688df22SAndroid Build Coastguard Worker 289*7688df22SAndroid Build Coastguard Worker /** 290*7688df22SAndroid Build Coastguard Worker * struct drm_vc4_hang_state - ioctl argument for collecting state 291*7688df22SAndroid Build Coastguard Worker * from a GPU hang for analysis. 292*7688df22SAndroid Build Coastguard Worker */ 293*7688df22SAndroid Build Coastguard Worker struct drm_vc4_get_hang_state { 294*7688df22SAndroid Build Coastguard Worker /** Pointer to array of struct drm_vc4_get_hang_state_bo. */ 295*7688df22SAndroid Build Coastguard Worker __u64 bo; 296*7688df22SAndroid Build Coastguard Worker /** 297*7688df22SAndroid Build Coastguard Worker * On input, the size of the bo array. Output is the number 298*7688df22SAndroid Build Coastguard Worker * of bos to be returned. 299*7688df22SAndroid Build Coastguard Worker */ 300*7688df22SAndroid Build Coastguard Worker __u32 bo_count; 301*7688df22SAndroid Build Coastguard Worker 302*7688df22SAndroid Build Coastguard Worker __u32 start_bin, start_render; 303*7688df22SAndroid Build Coastguard Worker 304*7688df22SAndroid Build Coastguard Worker __u32 ct0ca, ct0ea; 305*7688df22SAndroid Build Coastguard Worker __u32 ct1ca, ct1ea; 306*7688df22SAndroid Build Coastguard Worker __u32 ct0cs, ct1cs; 307*7688df22SAndroid Build Coastguard Worker __u32 ct0ra0, ct1ra0; 308*7688df22SAndroid Build Coastguard Worker 309*7688df22SAndroid Build Coastguard Worker __u32 bpca, bpcs; 310*7688df22SAndroid Build Coastguard Worker __u32 bpoa, bpos; 311*7688df22SAndroid Build Coastguard Worker 312*7688df22SAndroid Build Coastguard Worker __u32 vpmbase; 313*7688df22SAndroid Build Coastguard Worker 314*7688df22SAndroid Build Coastguard Worker __u32 dbge; 315*7688df22SAndroid Build Coastguard Worker __u32 fdbgo; 316*7688df22SAndroid Build Coastguard Worker __u32 fdbgb; 317*7688df22SAndroid Build Coastguard Worker __u32 fdbgr; 318*7688df22SAndroid Build Coastguard Worker __u32 fdbgs; 319*7688df22SAndroid Build Coastguard Worker __u32 errstat; 320*7688df22SAndroid Build Coastguard Worker 321*7688df22SAndroid Build Coastguard Worker /* Pad that we may save more registers into in the future. */ 322*7688df22SAndroid Build Coastguard Worker __u32 pad[16]; 323*7688df22SAndroid Build Coastguard Worker }; 324*7688df22SAndroid Build Coastguard Worker 325*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_V3D_IDENT0 0 326*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_V3D_IDENT1 1 327*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_V3D_IDENT2 2 328*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3 329*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_SUPPORTS_ETC1 4 330*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5 331*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER 6 332*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_SUPPORTS_MADVISE 7 333*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_SUPPORTS_PERFMON 8 334*7688df22SAndroid Build Coastguard Worker 335*7688df22SAndroid Build Coastguard Worker struct drm_vc4_get_param { 336*7688df22SAndroid Build Coastguard Worker __u32 param; 337*7688df22SAndroid Build Coastguard Worker __u32 pad; 338*7688df22SAndroid Build Coastguard Worker __u64 value; 339*7688df22SAndroid Build Coastguard Worker }; 340*7688df22SAndroid Build Coastguard Worker 341*7688df22SAndroid Build Coastguard Worker struct drm_vc4_get_tiling { 342*7688df22SAndroid Build Coastguard Worker __u32 handle; 343*7688df22SAndroid Build Coastguard Worker __u32 flags; 344*7688df22SAndroid Build Coastguard Worker __u64 modifier; 345*7688df22SAndroid Build Coastguard Worker }; 346*7688df22SAndroid Build Coastguard Worker 347*7688df22SAndroid Build Coastguard Worker struct drm_vc4_set_tiling { 348*7688df22SAndroid Build Coastguard Worker __u32 handle; 349*7688df22SAndroid Build Coastguard Worker __u32 flags; 350*7688df22SAndroid Build Coastguard Worker __u64 modifier; 351*7688df22SAndroid Build Coastguard Worker }; 352*7688df22SAndroid Build Coastguard Worker 353*7688df22SAndroid Build Coastguard Worker /** 354*7688df22SAndroid Build Coastguard Worker * struct drm_vc4_label_bo - Attach a name to a BO for debug purposes. 355*7688df22SAndroid Build Coastguard Worker */ 356*7688df22SAndroid Build Coastguard Worker struct drm_vc4_label_bo { 357*7688df22SAndroid Build Coastguard Worker __u32 handle; 358*7688df22SAndroid Build Coastguard Worker __u32 len; 359*7688df22SAndroid Build Coastguard Worker __u64 name; 360*7688df22SAndroid Build Coastguard Worker }; 361*7688df22SAndroid Build Coastguard Worker 362*7688df22SAndroid Build Coastguard Worker /* 363*7688df22SAndroid Build Coastguard Worker * States prefixed with '__' are internal states and cannot be passed to the 364*7688df22SAndroid Build Coastguard Worker * DRM_IOCTL_VC4_GEM_MADVISE ioctl. 365*7688df22SAndroid Build Coastguard Worker */ 366*7688df22SAndroid Build Coastguard Worker #define VC4_MADV_WILLNEED 0 367*7688df22SAndroid Build Coastguard Worker #define VC4_MADV_DONTNEED 1 368*7688df22SAndroid Build Coastguard Worker #define __VC4_MADV_PURGED 2 369*7688df22SAndroid Build Coastguard Worker #define __VC4_MADV_NOTSUPP 3 370*7688df22SAndroid Build Coastguard Worker 371*7688df22SAndroid Build Coastguard Worker struct drm_vc4_gem_madvise { 372*7688df22SAndroid Build Coastguard Worker __u32 handle; 373*7688df22SAndroid Build Coastguard Worker __u32 madv; 374*7688df22SAndroid Build Coastguard Worker __u32 retained; 375*7688df22SAndroid Build Coastguard Worker __u32 pad; 376*7688df22SAndroid Build Coastguard Worker }; 377*7688df22SAndroid Build Coastguard Worker 378*7688df22SAndroid Build Coastguard Worker enum { 379*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_FEP_VALID_PRIMS_NO_RENDER, 380*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_FEP_VALID_PRIMS_RENDER, 381*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_FEP_CLIPPED_QUADS, 382*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_FEP_VALID_QUADS, 383*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_TLB_QUADS_NOT_PASSING_STENCIL, 384*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_TLB_QUADS_NOT_PASSING_Z_AND_STENCIL, 385*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_TLB_QUADS_PASSING_Z_AND_STENCIL, 386*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_TLB_QUADS_ZERO_COVERAGE, 387*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_TLB_QUADS_NON_ZERO_COVERAGE, 388*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_TLB_QUADS_WRITTEN_TO_COLOR_BUF, 389*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_PLB_PRIMS_OUTSIDE_VIEWPORT, 390*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_PLB_PRIMS_NEED_CLIPPING, 391*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_PSE_PRIMS_REVERSED, 392*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_IDLE_CYCLES, 393*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_VERTEX_COORD_SHADING, 394*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_FRAGMENT_SHADING, 395*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_EXEC_VALID_INST, 396*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_TMUS, 397*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_SCOREBOARD, 398*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_VARYINGS, 399*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_INST_CACHE_HIT, 400*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_INST_CACHE_MISS, 401*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_HIT, 402*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_MISS, 403*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_TMU_TOTAL_TEXT_QUADS_PROCESSED, 404*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_TMU_TOTAL_TEXT_CACHE_MISS, 405*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VDW_STALLED, 406*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VCD_STALLED, 407*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_L2C_TOTAL_L2_CACHE_HIT, 408*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_L2C_TOTAL_L2_CACHE_MISS, 409*7688df22SAndroid Build Coastguard Worker VC4_PERFCNT_NUM_EVENTS, 410*7688df22SAndroid Build Coastguard Worker }; 411*7688df22SAndroid Build Coastguard Worker 412*7688df22SAndroid Build Coastguard Worker #define DRM_VC4_MAX_PERF_COUNTERS 16 413*7688df22SAndroid Build Coastguard Worker 414*7688df22SAndroid Build Coastguard Worker struct drm_vc4_perfmon_create { 415*7688df22SAndroid Build Coastguard Worker __u32 id; 416*7688df22SAndroid Build Coastguard Worker __u32 ncounters; 417*7688df22SAndroid Build Coastguard Worker __u8 events[DRM_VC4_MAX_PERF_COUNTERS]; 418*7688df22SAndroid Build Coastguard Worker }; 419*7688df22SAndroid Build Coastguard Worker 420*7688df22SAndroid Build Coastguard Worker struct drm_vc4_perfmon_destroy { 421*7688df22SAndroid Build Coastguard Worker __u32 id; 422*7688df22SAndroid Build Coastguard Worker }; 423*7688df22SAndroid Build Coastguard Worker 424*7688df22SAndroid Build Coastguard Worker /* 425*7688df22SAndroid Build Coastguard Worker * Returns the values of the performance counters tracked by this 426*7688df22SAndroid Build Coastguard Worker * perfmon (as an array of ncounters u64 values). 427*7688df22SAndroid Build Coastguard Worker * 428*7688df22SAndroid Build Coastguard Worker * No implicit synchronization is performed, so the user has to 429*7688df22SAndroid Build Coastguard Worker * guarantee that any jobs using this perfmon have already been 430*7688df22SAndroid Build Coastguard Worker * completed (probably by blocking on the seqno returned by the 431*7688df22SAndroid Build Coastguard Worker * last exec that used the perfmon). 432*7688df22SAndroid Build Coastguard Worker */ 433*7688df22SAndroid Build Coastguard Worker struct drm_vc4_perfmon_get_values { 434*7688df22SAndroid Build Coastguard Worker __u32 id; 435*7688df22SAndroid Build Coastguard Worker __u64 values_ptr; 436*7688df22SAndroid Build Coastguard Worker }; 437*7688df22SAndroid Build Coastguard Worker 438*7688df22SAndroid Build Coastguard Worker #if defined(__cplusplus) 439*7688df22SAndroid Build Coastguard Worker } 440*7688df22SAndroid Build Coastguard Worker #endif 441*7688df22SAndroid Build Coastguard Worker 442*7688df22SAndroid Build Coastguard Worker #endif /* _VC4_DRM_H_ */ 443