xref: /aosp_15_r20/external/mesa3d/include/drm-uapi/vc4_drm.h (revision 6104692788411f58d303aa86923a9ff6ecaded22)
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