1*61046927SAndroid Build Coastguard Worker /* 2*61046927SAndroid Build Coastguard Worker * Copyright © 2014-2015 Broadcom 3*61046927SAndroid Build Coastguard Worker * 4*61046927SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a 5*61046927SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"), 6*61046927SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation 7*61046927SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8*61046927SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the 9*61046927SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions: 10*61046927SAndroid Build Coastguard Worker * 11*61046927SAndroid Build Coastguard Worker * The above copyright notice and this permission notice (including the next 12*61046927SAndroid Build Coastguard Worker * paragraph) shall be included in all copies or substantial portions of the 13*61046927SAndroid Build Coastguard Worker * Software. 14*61046927SAndroid Build Coastguard Worker * 15*61046927SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16*61046927SAndroid Build Coastguard Worker * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17*61046927SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18*61046927SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19*61046927SAndroid Build Coastguard Worker * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20*61046927SAndroid Build Coastguard Worker * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21*61046927SAndroid Build Coastguard Worker * IN THE SOFTWARE. 22*61046927SAndroid Build Coastguard Worker */ 23*61046927SAndroid Build Coastguard Worker 24*61046927SAndroid Build Coastguard Worker #ifndef _VC4_DRM_H_ 25*61046927SAndroid Build Coastguard Worker #define _VC4_DRM_H_ 26*61046927SAndroid Build Coastguard Worker 27*61046927SAndroid Build Coastguard Worker #include "drm.h" 28*61046927SAndroid Build Coastguard Worker 29*61046927SAndroid Build Coastguard Worker #if defined(__cplusplus) 30*61046927SAndroid Build Coastguard Worker extern "C" { 31*61046927SAndroid Build Coastguard Worker #endif 32*61046927SAndroid Build Coastguard Worker 33*61046927SAndroid Build Coastguard Worker #define DRM_VC4_SUBMIT_CL 0x00 34*61046927SAndroid Build Coastguard Worker #define DRM_VC4_WAIT_SEQNO 0x01 35*61046927SAndroid Build Coastguard Worker #define DRM_VC4_WAIT_BO 0x02 36*61046927SAndroid Build Coastguard Worker #define DRM_VC4_CREATE_BO 0x03 37*61046927SAndroid Build Coastguard Worker #define DRM_VC4_MMAP_BO 0x04 38*61046927SAndroid Build Coastguard Worker #define DRM_VC4_CREATE_SHADER_BO 0x05 39*61046927SAndroid Build Coastguard Worker #define DRM_VC4_GET_HANG_STATE 0x06 40*61046927SAndroid Build Coastguard Worker #define DRM_VC4_GET_PARAM 0x07 41*61046927SAndroid Build Coastguard Worker #define DRM_VC4_SET_TILING 0x08 42*61046927SAndroid Build Coastguard Worker #define DRM_VC4_GET_TILING 0x09 43*61046927SAndroid Build Coastguard Worker #define DRM_VC4_LABEL_BO 0x0a 44*61046927SAndroid Build Coastguard Worker #define DRM_VC4_GEM_MADVISE 0x0b 45*61046927SAndroid Build Coastguard Worker #define DRM_VC4_PERFMON_CREATE 0x0c 46*61046927SAndroid Build Coastguard Worker #define DRM_VC4_PERFMON_DESTROY 0x0d 47*61046927SAndroid Build Coastguard Worker #define DRM_VC4_PERFMON_GET_VALUES 0x0e 48*61046927SAndroid Build Coastguard Worker 49*61046927SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl) 50*61046927SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno) 51*61046927SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo) 52*61046927SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo) 53*61046927SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo) 54*61046927SAndroid 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*61046927SAndroid 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*61046927SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param) 57*61046927SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_SET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SET_TILING, struct drm_vc4_set_tiling) 58*61046927SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_GET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_TILING, struct drm_vc4_get_tiling) 59*61046927SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_LABEL_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_LABEL_BO, struct drm_vc4_label_bo) 60*61046927SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_GEM_MADVISE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GEM_MADVISE, struct drm_vc4_gem_madvise) 61*61046927SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_PERFMON_CREATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_CREATE, struct drm_vc4_perfmon_create) 62*61046927SAndroid Build Coastguard Worker #define DRM_IOCTL_VC4_PERFMON_DESTROY DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_DESTROY, struct drm_vc4_perfmon_destroy) 63*61046927SAndroid 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*61046927SAndroid Build Coastguard Worker 65*61046927SAndroid Build Coastguard Worker struct drm_vc4_submit_rcl_surface { 66*61046927SAndroid Build Coastguard Worker __u32 hindex; /* Handle index, or ~0 if not present. */ 67*61046927SAndroid Build Coastguard Worker __u32 offset; /* Offset to start of buffer. */ 68*61046927SAndroid Build Coastguard Worker /* 69*61046927SAndroid Build Coastguard Worker * Bits for either render config (color_write) or load/store packet. 70*61046927SAndroid Build Coastguard Worker * Bits should all be 0 for MSAA load/stores. 71*61046927SAndroid Build Coastguard Worker */ 72*61046927SAndroid Build Coastguard Worker __u16 bits; 73*61046927SAndroid Build Coastguard Worker 74*61046927SAndroid Build Coastguard Worker #define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0) 75*61046927SAndroid Build Coastguard Worker __u16 flags; 76*61046927SAndroid Build Coastguard Worker }; 77*61046927SAndroid Build Coastguard Worker 78*61046927SAndroid Build Coastguard Worker /** 79*61046927SAndroid Build Coastguard Worker * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D 80*61046927SAndroid Build Coastguard Worker * engine. 81*61046927SAndroid Build Coastguard Worker * 82*61046927SAndroid Build Coastguard Worker * Drivers typically use GPU BOs to store batchbuffers / command lists and 83*61046927SAndroid Build Coastguard Worker * their associated state. However, because the VC4 lacks an MMU, we have to 84*61046927SAndroid Build Coastguard Worker * do validation of memory accesses by the GPU commands. If we were to store 85*61046927SAndroid Build Coastguard Worker * our commands in BOs, we'd need to do uncached readback from them to do the 86*61046927SAndroid Build Coastguard Worker * validation process, which is too expensive. Instead, userspace accumulates 87*61046927SAndroid Build Coastguard Worker * commands and associated state in plain memory, then the kernel copies the 88*61046927SAndroid Build Coastguard Worker * data to its own address space, and then validates and stores it in a GPU 89*61046927SAndroid Build Coastguard Worker * BO. 90*61046927SAndroid Build Coastguard Worker */ 91*61046927SAndroid Build Coastguard Worker struct drm_vc4_submit_cl { 92*61046927SAndroid Build Coastguard Worker /* Pointer to the binner command list. 93*61046927SAndroid Build Coastguard Worker * 94*61046927SAndroid Build Coastguard Worker * This is the first set of commands executed, which runs the 95*61046927SAndroid Build Coastguard Worker * coordinate shader to determine where primitives land on the screen, 96*61046927SAndroid Build Coastguard Worker * then writes out the state updates and draw calls necessary per tile 97*61046927SAndroid Build Coastguard Worker * to the tile allocation BO. 98*61046927SAndroid Build Coastguard Worker */ 99*61046927SAndroid Build Coastguard Worker __u64 bin_cl; 100*61046927SAndroid Build Coastguard Worker 101*61046927SAndroid Build Coastguard Worker /* Pointer to the shader records. 102*61046927SAndroid Build Coastguard Worker * 103*61046927SAndroid Build Coastguard Worker * Shader records are the structures read by the hardware that contain 104*61046927SAndroid Build Coastguard Worker * pointers to uniforms, shaders, and vertex attributes. The 105*61046927SAndroid Build Coastguard Worker * reference to the shader record has enough information to determine 106*61046927SAndroid Build Coastguard Worker * how many pointers are necessary (fixed number for shaders/uniforms, 107*61046927SAndroid Build Coastguard Worker * and an attribute count), so those BO indices into bo_handles are 108*61046927SAndroid Build Coastguard Worker * just stored as __u32s before each shader record passed in. 109*61046927SAndroid Build Coastguard Worker */ 110*61046927SAndroid Build Coastguard Worker __u64 shader_rec; 111*61046927SAndroid Build Coastguard Worker 112*61046927SAndroid Build Coastguard Worker /* Pointer to uniform data and texture handles for the textures 113*61046927SAndroid Build Coastguard Worker * referenced by the shader. 114*61046927SAndroid Build Coastguard Worker * 115*61046927SAndroid Build Coastguard Worker * For each shader state record, there is a set of uniform data in the 116*61046927SAndroid Build Coastguard Worker * order referenced by the record (FS, VS, then CS). Each set of 117*61046927SAndroid Build Coastguard Worker * uniform data has a __u32 index into bo_handles per texture 118*61046927SAndroid Build Coastguard Worker * sample operation, in the order the QPU_W_TMUn_S writes appear in 119*61046927SAndroid Build Coastguard Worker * the program. Following the texture BO handle indices is the actual 120*61046927SAndroid Build Coastguard Worker * uniform data. 121*61046927SAndroid Build Coastguard Worker * 122*61046927SAndroid Build Coastguard Worker * The individual uniform state blocks don't have sizes passed in, 123*61046927SAndroid Build Coastguard Worker * because the kernel has to determine the sizes anyway during shader 124*61046927SAndroid Build Coastguard Worker * code validation. 125*61046927SAndroid Build Coastguard Worker */ 126*61046927SAndroid Build Coastguard Worker __u64 uniforms; 127*61046927SAndroid Build Coastguard Worker __u64 bo_handles; 128*61046927SAndroid Build Coastguard Worker 129*61046927SAndroid Build Coastguard Worker /* Size in bytes of the binner command list. */ 130*61046927SAndroid Build Coastguard Worker __u32 bin_cl_size; 131*61046927SAndroid Build Coastguard Worker /* Size in bytes of the set of shader records. */ 132*61046927SAndroid Build Coastguard Worker __u32 shader_rec_size; 133*61046927SAndroid Build Coastguard Worker /* Number of shader records. 134*61046927SAndroid Build Coastguard Worker * 135*61046927SAndroid Build Coastguard Worker * This could just be computed from the contents of shader_records and 136*61046927SAndroid Build Coastguard Worker * the address bits of references to them from the bin CL, but it 137*61046927SAndroid Build Coastguard Worker * keeps the kernel from having to resize some allocations it makes. 138*61046927SAndroid Build Coastguard Worker */ 139*61046927SAndroid Build Coastguard Worker __u32 shader_rec_count; 140*61046927SAndroid Build Coastguard Worker /* Size in bytes of the uniform state. */ 141*61046927SAndroid Build Coastguard Worker __u32 uniforms_size; 142*61046927SAndroid Build Coastguard Worker 143*61046927SAndroid Build Coastguard Worker /* Number of BO handles passed in (size is that times 4). */ 144*61046927SAndroid Build Coastguard Worker __u32 bo_handle_count; 145*61046927SAndroid Build Coastguard Worker 146*61046927SAndroid Build Coastguard Worker /* RCL setup: */ 147*61046927SAndroid Build Coastguard Worker __u16 width; 148*61046927SAndroid Build Coastguard Worker __u16 height; 149*61046927SAndroid Build Coastguard Worker __u8 min_x_tile; 150*61046927SAndroid Build Coastguard Worker __u8 min_y_tile; 151*61046927SAndroid Build Coastguard Worker __u8 max_x_tile; 152*61046927SAndroid Build Coastguard Worker __u8 max_y_tile; 153*61046927SAndroid Build Coastguard Worker struct drm_vc4_submit_rcl_surface color_read; 154*61046927SAndroid Build Coastguard Worker struct drm_vc4_submit_rcl_surface color_write; 155*61046927SAndroid Build Coastguard Worker struct drm_vc4_submit_rcl_surface zs_read; 156*61046927SAndroid Build Coastguard Worker struct drm_vc4_submit_rcl_surface zs_write; 157*61046927SAndroid Build Coastguard Worker struct drm_vc4_submit_rcl_surface msaa_color_write; 158*61046927SAndroid Build Coastguard Worker struct drm_vc4_submit_rcl_surface msaa_zs_write; 159*61046927SAndroid Build Coastguard Worker __u32 clear_color[2]; 160*61046927SAndroid Build Coastguard Worker __u32 clear_z; 161*61046927SAndroid Build Coastguard Worker __u8 clear_s; 162*61046927SAndroid Build Coastguard Worker 163*61046927SAndroid Build Coastguard Worker __u32 pad:24; 164*61046927SAndroid Build Coastguard Worker 165*61046927SAndroid Build Coastguard Worker #define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0) 166*61046927SAndroid Build Coastguard Worker /* By default, the kernel gets to choose the order that the tiles are 167*61046927SAndroid Build Coastguard Worker * rendered in. If this is set, then the tiles will be rendered in a 168*61046927SAndroid Build Coastguard Worker * raster order, with the right-to-left vs left-to-right and 169*61046927SAndroid Build Coastguard Worker * top-to-bottom vs bottom-to-top dictated by 170*61046927SAndroid Build Coastguard Worker * VC4_SUBMIT_CL_RCL_ORDER_INCREASING_*. This allows overlapping 171*61046927SAndroid Build Coastguard Worker * blits to be implemented using the 3D engine. 172*61046927SAndroid Build Coastguard Worker */ 173*61046927SAndroid Build Coastguard Worker #define VC4_SUBMIT_CL_FIXED_RCL_ORDER (1 << 1) 174*61046927SAndroid Build Coastguard Worker #define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_X (1 << 2) 175*61046927SAndroid Build Coastguard Worker #define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_Y (1 << 3) 176*61046927SAndroid Build Coastguard Worker __u32 flags; 177*61046927SAndroid Build Coastguard Worker 178*61046927SAndroid Build Coastguard Worker /* Returned value of the seqno of this render job (for the 179*61046927SAndroid Build Coastguard Worker * wait ioctl). 180*61046927SAndroid Build Coastguard Worker */ 181*61046927SAndroid Build Coastguard Worker __u64 seqno; 182*61046927SAndroid Build Coastguard Worker 183*61046927SAndroid Build Coastguard Worker /* ID of the perfmon to attach to this job. 0 means no perfmon. */ 184*61046927SAndroid Build Coastguard Worker __u32 perfmonid; 185*61046927SAndroid Build Coastguard Worker 186*61046927SAndroid Build Coastguard Worker /* Syncobj handle to wait on. If set, processing of this render job 187*61046927SAndroid Build Coastguard Worker * will not start until the syncobj is signaled. 0 means ignore. 188*61046927SAndroid Build Coastguard Worker */ 189*61046927SAndroid Build Coastguard Worker __u32 in_sync; 190*61046927SAndroid Build Coastguard Worker 191*61046927SAndroid Build Coastguard Worker /* Syncobj handle to export fence to. If set, the fence in the syncobj 192*61046927SAndroid Build Coastguard Worker * will be replaced with a fence that signals upon completion of this 193*61046927SAndroid Build Coastguard Worker * render job. 0 means ignore. 194*61046927SAndroid Build Coastguard Worker */ 195*61046927SAndroid Build Coastguard Worker __u32 out_sync; 196*61046927SAndroid Build Coastguard Worker 197*61046927SAndroid Build Coastguard Worker __u32 pad2; 198*61046927SAndroid Build Coastguard Worker }; 199*61046927SAndroid Build Coastguard Worker 200*61046927SAndroid Build Coastguard Worker /** 201*61046927SAndroid Build Coastguard Worker * struct drm_vc4_wait_seqno - ioctl argument for waiting for 202*61046927SAndroid Build Coastguard Worker * DRM_VC4_SUBMIT_CL completion using its returned seqno. 203*61046927SAndroid Build Coastguard Worker * 204*61046927SAndroid Build Coastguard Worker * timeout_ns is the timeout in nanoseconds, where "0" means "don't 205*61046927SAndroid Build Coastguard Worker * block, just return the status." 206*61046927SAndroid Build Coastguard Worker */ 207*61046927SAndroid Build Coastguard Worker struct drm_vc4_wait_seqno { 208*61046927SAndroid Build Coastguard Worker __u64 seqno; 209*61046927SAndroid Build Coastguard Worker __u64 timeout_ns; 210*61046927SAndroid Build Coastguard Worker }; 211*61046927SAndroid Build Coastguard Worker 212*61046927SAndroid Build Coastguard Worker /** 213*61046927SAndroid Build Coastguard Worker * struct drm_vc4_wait_bo - ioctl argument for waiting for 214*61046927SAndroid Build Coastguard Worker * completion of the last DRM_VC4_SUBMIT_CL on a BO. 215*61046927SAndroid Build Coastguard Worker * 216*61046927SAndroid Build Coastguard Worker * This is useful for cases where multiple processes might be 217*61046927SAndroid Build Coastguard Worker * rendering to a BO and you want to wait for all rendering to be 218*61046927SAndroid Build Coastguard Worker * completed. 219*61046927SAndroid Build Coastguard Worker */ 220*61046927SAndroid Build Coastguard Worker struct drm_vc4_wait_bo { 221*61046927SAndroid Build Coastguard Worker __u32 handle; 222*61046927SAndroid Build Coastguard Worker __u32 pad; 223*61046927SAndroid Build Coastguard Worker __u64 timeout_ns; 224*61046927SAndroid Build Coastguard Worker }; 225*61046927SAndroid Build Coastguard Worker 226*61046927SAndroid Build Coastguard Worker /** 227*61046927SAndroid Build Coastguard Worker * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs. 228*61046927SAndroid Build Coastguard Worker * 229*61046927SAndroid Build Coastguard Worker * There are currently no values for the flags argument, but it may be 230*61046927SAndroid Build Coastguard Worker * used in a future extension. 231*61046927SAndroid Build Coastguard Worker */ 232*61046927SAndroid Build Coastguard Worker struct drm_vc4_create_bo { 233*61046927SAndroid Build Coastguard Worker __u32 size; 234*61046927SAndroid Build Coastguard Worker __u32 flags; 235*61046927SAndroid Build Coastguard Worker /** Returned GEM handle for the BO. */ 236*61046927SAndroid Build Coastguard Worker __u32 handle; 237*61046927SAndroid Build Coastguard Worker __u32 pad; 238*61046927SAndroid Build Coastguard Worker }; 239*61046927SAndroid Build Coastguard Worker 240*61046927SAndroid Build Coastguard Worker /** 241*61046927SAndroid Build Coastguard Worker * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs. 242*61046927SAndroid Build Coastguard Worker * 243*61046927SAndroid Build Coastguard Worker * This doesn't actually perform an mmap. Instead, it returns the 244*61046927SAndroid Build Coastguard Worker * offset you need to use in an mmap on the DRM device node. This 245*61046927SAndroid Build Coastguard Worker * means that tools like valgrind end up knowing about the mapped 246*61046927SAndroid Build Coastguard Worker * memory. 247*61046927SAndroid Build Coastguard Worker * 248*61046927SAndroid Build Coastguard Worker * There are currently no values for the flags argument, but it may be 249*61046927SAndroid Build Coastguard Worker * used in a future extension. 250*61046927SAndroid Build Coastguard Worker */ 251*61046927SAndroid Build Coastguard Worker struct drm_vc4_mmap_bo { 252*61046927SAndroid Build Coastguard Worker /** Handle for the object being mapped. */ 253*61046927SAndroid Build Coastguard Worker __u32 handle; 254*61046927SAndroid Build Coastguard Worker __u32 flags; 255*61046927SAndroid Build Coastguard Worker /** offset into the drm node to use for subsequent mmap call. */ 256*61046927SAndroid Build Coastguard Worker __u64 offset; 257*61046927SAndroid Build Coastguard Worker }; 258*61046927SAndroid Build Coastguard Worker 259*61046927SAndroid Build Coastguard Worker /** 260*61046927SAndroid Build Coastguard Worker * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4 261*61046927SAndroid Build Coastguard Worker * shader BOs. 262*61046927SAndroid Build Coastguard Worker * 263*61046927SAndroid Build Coastguard Worker * Since allowing a shader to be overwritten while it's also being 264*61046927SAndroid Build Coastguard Worker * executed from would allow privlege escalation, shaders must be 265*61046927SAndroid Build Coastguard Worker * created using this ioctl, and they can't be mmapped later. 266*61046927SAndroid Build Coastguard Worker */ 267*61046927SAndroid Build Coastguard Worker struct drm_vc4_create_shader_bo { 268*61046927SAndroid Build Coastguard Worker /* Size of the data argument. */ 269*61046927SAndroid Build Coastguard Worker __u32 size; 270*61046927SAndroid Build Coastguard Worker /* Flags, currently must be 0. */ 271*61046927SAndroid Build Coastguard Worker __u32 flags; 272*61046927SAndroid Build Coastguard Worker 273*61046927SAndroid Build Coastguard Worker /* Pointer to the data. */ 274*61046927SAndroid Build Coastguard Worker __u64 data; 275*61046927SAndroid Build Coastguard Worker 276*61046927SAndroid Build Coastguard Worker /** Returned GEM handle for the BO. */ 277*61046927SAndroid Build Coastguard Worker __u32 handle; 278*61046927SAndroid Build Coastguard Worker /* Pad, must be 0. */ 279*61046927SAndroid Build Coastguard Worker __u32 pad; 280*61046927SAndroid Build Coastguard Worker }; 281*61046927SAndroid Build Coastguard Worker 282*61046927SAndroid Build Coastguard Worker struct drm_vc4_get_hang_state_bo { 283*61046927SAndroid Build Coastguard Worker __u32 handle; 284*61046927SAndroid Build Coastguard Worker __u32 paddr; 285*61046927SAndroid Build Coastguard Worker __u32 size; 286*61046927SAndroid Build Coastguard Worker __u32 pad; 287*61046927SAndroid Build Coastguard Worker }; 288*61046927SAndroid Build Coastguard Worker 289*61046927SAndroid Build Coastguard Worker /** 290*61046927SAndroid Build Coastguard Worker * struct drm_vc4_hang_state - ioctl argument for collecting state 291*61046927SAndroid Build Coastguard Worker * from a GPU hang for analysis. 292*61046927SAndroid Build Coastguard Worker */ 293*61046927SAndroid Build Coastguard Worker struct drm_vc4_get_hang_state { 294*61046927SAndroid Build Coastguard Worker /** Pointer to array of struct drm_vc4_get_hang_state_bo. */ 295*61046927SAndroid Build Coastguard Worker __u64 bo; 296*61046927SAndroid Build Coastguard Worker /** 297*61046927SAndroid Build Coastguard Worker * On input, the size of the bo array. Output is the number 298*61046927SAndroid Build Coastguard Worker * of bos to be returned. 299*61046927SAndroid Build Coastguard Worker */ 300*61046927SAndroid Build Coastguard Worker __u32 bo_count; 301*61046927SAndroid Build Coastguard Worker 302*61046927SAndroid Build Coastguard Worker __u32 start_bin, start_render; 303*61046927SAndroid Build Coastguard Worker 304*61046927SAndroid Build Coastguard Worker __u32 ct0ca, ct0ea; 305*61046927SAndroid Build Coastguard Worker __u32 ct1ca, ct1ea; 306*61046927SAndroid Build Coastguard Worker __u32 ct0cs, ct1cs; 307*61046927SAndroid Build Coastguard Worker __u32 ct0ra0, ct1ra0; 308*61046927SAndroid Build Coastguard Worker 309*61046927SAndroid Build Coastguard Worker __u32 bpca, bpcs; 310*61046927SAndroid Build Coastguard Worker __u32 bpoa, bpos; 311*61046927SAndroid Build Coastguard Worker 312*61046927SAndroid Build Coastguard Worker __u32 vpmbase; 313*61046927SAndroid Build Coastguard Worker 314*61046927SAndroid Build Coastguard Worker __u32 dbge; 315*61046927SAndroid Build Coastguard Worker __u32 fdbgo; 316*61046927SAndroid Build Coastguard Worker __u32 fdbgb; 317*61046927SAndroid Build Coastguard Worker __u32 fdbgr; 318*61046927SAndroid Build Coastguard Worker __u32 fdbgs; 319*61046927SAndroid Build Coastguard Worker __u32 errstat; 320*61046927SAndroid Build Coastguard Worker 321*61046927SAndroid Build Coastguard Worker /* Pad that we may save more registers into in the future. */ 322*61046927SAndroid Build Coastguard Worker __u32 pad[16]; 323*61046927SAndroid Build Coastguard Worker }; 324*61046927SAndroid Build Coastguard Worker 325*61046927SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_V3D_IDENT0 0 326*61046927SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_V3D_IDENT1 1 327*61046927SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_V3D_IDENT2 2 328*61046927SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3 329*61046927SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_SUPPORTS_ETC1 4 330*61046927SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5 331*61046927SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER 6 332*61046927SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_SUPPORTS_MADVISE 7 333*61046927SAndroid Build Coastguard Worker #define DRM_VC4_PARAM_SUPPORTS_PERFMON 8 334*61046927SAndroid Build Coastguard Worker 335*61046927SAndroid Build Coastguard Worker struct drm_vc4_get_param { 336*61046927SAndroid Build Coastguard Worker __u32 param; 337*61046927SAndroid Build Coastguard Worker __u32 pad; 338*61046927SAndroid Build Coastguard Worker __u64 value; 339*61046927SAndroid Build Coastguard Worker }; 340*61046927SAndroid Build Coastguard Worker 341*61046927SAndroid Build Coastguard Worker struct drm_vc4_get_tiling { 342*61046927SAndroid Build Coastguard Worker __u32 handle; 343*61046927SAndroid Build Coastguard Worker __u32 flags; 344*61046927SAndroid Build Coastguard Worker __u64 modifier; 345*61046927SAndroid Build Coastguard Worker }; 346*61046927SAndroid Build Coastguard Worker 347*61046927SAndroid Build Coastguard Worker struct drm_vc4_set_tiling { 348*61046927SAndroid Build Coastguard Worker __u32 handle; 349*61046927SAndroid Build Coastguard Worker __u32 flags; 350*61046927SAndroid Build Coastguard Worker __u64 modifier; 351*61046927SAndroid Build Coastguard Worker }; 352*61046927SAndroid Build Coastguard Worker 353*61046927SAndroid Build Coastguard Worker /** 354*61046927SAndroid Build Coastguard Worker * struct drm_vc4_label_bo - Attach a name to a BO for debug purposes. 355*61046927SAndroid Build Coastguard Worker */ 356*61046927SAndroid Build Coastguard Worker struct drm_vc4_label_bo { 357*61046927SAndroid Build Coastguard Worker __u32 handle; 358*61046927SAndroid Build Coastguard Worker __u32 len; 359*61046927SAndroid Build Coastguard Worker __u64 name; 360*61046927SAndroid Build Coastguard Worker }; 361*61046927SAndroid Build Coastguard Worker 362*61046927SAndroid Build Coastguard Worker /* 363*61046927SAndroid Build Coastguard Worker * States prefixed with '__' are internal states and cannot be passed to the 364*61046927SAndroid Build Coastguard Worker * DRM_IOCTL_VC4_GEM_MADVISE ioctl. 365*61046927SAndroid Build Coastguard Worker */ 366*61046927SAndroid Build Coastguard Worker #define VC4_MADV_WILLNEED 0 367*61046927SAndroid Build Coastguard Worker #define VC4_MADV_DONTNEED 1 368*61046927SAndroid Build Coastguard Worker #define __VC4_MADV_PURGED 2 369*61046927SAndroid Build Coastguard Worker #define __VC4_MADV_NOTSUPP 3 370*61046927SAndroid Build Coastguard Worker 371*61046927SAndroid Build Coastguard Worker struct drm_vc4_gem_madvise { 372*61046927SAndroid Build Coastguard Worker __u32 handle; 373*61046927SAndroid Build Coastguard Worker __u32 madv; 374*61046927SAndroid Build Coastguard Worker __u32 retained; 375*61046927SAndroid Build Coastguard Worker __u32 pad; 376*61046927SAndroid Build Coastguard Worker }; 377*61046927SAndroid Build Coastguard Worker 378*61046927SAndroid Build Coastguard Worker enum { 379*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_FEP_VALID_PRIMS_NO_RENDER, 380*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_FEP_VALID_PRIMS_RENDER, 381*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_FEP_CLIPPED_QUADS, 382*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_FEP_VALID_QUADS, 383*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_TLB_QUADS_NOT_PASSING_STENCIL, 384*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_TLB_QUADS_NOT_PASSING_Z_AND_STENCIL, 385*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_TLB_QUADS_PASSING_Z_AND_STENCIL, 386*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_TLB_QUADS_ZERO_COVERAGE, 387*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_TLB_QUADS_NON_ZERO_COVERAGE, 388*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_TLB_QUADS_WRITTEN_TO_COLOR_BUF, 389*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_PLB_PRIMS_OUTSIDE_VIEWPORT, 390*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_PLB_PRIMS_NEED_CLIPPING, 391*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_PSE_PRIMS_REVERSED, 392*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_IDLE_CYCLES, 393*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_VERTEX_COORD_SHADING, 394*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_FRAGMENT_SHADING, 395*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_EXEC_VALID_INST, 396*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_TMUS, 397*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_SCOREBOARD, 398*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_VARYINGS, 399*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_INST_CACHE_HIT, 400*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_INST_CACHE_MISS, 401*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_HIT, 402*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_MISS, 403*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_TMU_TOTAL_TEXT_QUADS_PROCESSED, 404*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_TMU_TOTAL_TEXT_CACHE_MISS, 405*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VDW_STALLED, 406*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VCD_STALLED, 407*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_L2C_TOTAL_L2_CACHE_HIT, 408*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_L2C_TOTAL_L2_CACHE_MISS, 409*61046927SAndroid Build Coastguard Worker VC4_PERFCNT_NUM_EVENTS, 410*61046927SAndroid Build Coastguard Worker }; 411*61046927SAndroid Build Coastguard Worker 412*61046927SAndroid Build Coastguard Worker #define DRM_VC4_MAX_PERF_COUNTERS 16 413*61046927SAndroid Build Coastguard Worker 414*61046927SAndroid Build Coastguard Worker struct drm_vc4_perfmon_create { 415*61046927SAndroid Build Coastguard Worker __u32 id; 416*61046927SAndroid Build Coastguard Worker __u32 ncounters; 417*61046927SAndroid Build Coastguard Worker __u8 events[DRM_VC4_MAX_PERF_COUNTERS]; 418*61046927SAndroid Build Coastguard Worker }; 419*61046927SAndroid Build Coastguard Worker 420*61046927SAndroid Build Coastguard Worker struct drm_vc4_perfmon_destroy { 421*61046927SAndroid Build Coastguard Worker __u32 id; 422*61046927SAndroid Build Coastguard Worker }; 423*61046927SAndroid Build Coastguard Worker 424*61046927SAndroid Build Coastguard Worker /* 425*61046927SAndroid Build Coastguard Worker * Returns the values of the performance counters tracked by this 426*61046927SAndroid Build Coastguard Worker * perfmon (as an array of ncounters u64 values). 427*61046927SAndroid Build Coastguard Worker * 428*61046927SAndroid Build Coastguard Worker * No implicit synchronization is performed, so the user has to 429*61046927SAndroid Build Coastguard Worker * guarantee that any jobs using this perfmon have already been 430*61046927SAndroid Build Coastguard Worker * completed (probably by blocking on the seqno returned by the 431*61046927SAndroid Build Coastguard Worker * last exec that used the perfmon). 432*61046927SAndroid Build Coastguard Worker */ 433*61046927SAndroid Build Coastguard Worker struct drm_vc4_perfmon_get_values { 434*61046927SAndroid Build Coastguard Worker __u32 id; 435*61046927SAndroid Build Coastguard Worker __u64 values_ptr; 436*61046927SAndroid Build Coastguard Worker }; 437*61046927SAndroid Build Coastguard Worker 438*61046927SAndroid Build Coastguard Worker #if defined(__cplusplus) 439*61046927SAndroid Build Coastguard Worker } 440*61046927SAndroid Build Coastguard Worker #endif 441*61046927SAndroid Build Coastguard Worker 442*61046927SAndroid Build Coastguard Worker #endif /* _VC4_DRM_H_ */ 443