diff options
Diffstat (limited to 'src/gallium/drivers/vc4')
-rw-r--r-- | src/gallium/drivers/vc4/Makefile.am | 3 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/vc4_drm.h | 279 |
2 files changed, 2 insertions, 280 deletions
diff --git a/src/gallium/drivers/vc4/Makefile.am b/src/gallium/drivers/vc4/Makefile.am index caa5059fbd3..de82c2c515f 100644 --- a/src/gallium/drivers/vc4/Makefile.am +++ b/src/gallium/drivers/vc4/Makefile.am @@ -29,6 +29,7 @@ endif AM_CFLAGS = \ -I$(top_builddir)/src/compiler/nir \ $(LIBDRM_CFLAGS) \ + $(VC4_CFLAGS) \ $(GALLIUM_DRIVER_CFLAGS) \ $(SIM_CFLAGS) \ $() @@ -36,5 +37,5 @@ AM_CFLAGS = \ noinst_LTLIBRARIES = libvc4.la libvc4_la_SOURCES = $(C_SOURCES) -libvc4_la_LIBADD = $(SIM_LIB) +libvc4_la_LIBADD = $(SIM_LIB) $(VC4_LIBS) libvc4_la_LDFLAGS = $(SIM_LDFLAGS) diff --git a/src/gallium/drivers/vc4/vc4_drm.h b/src/gallium/drivers/vc4/vc4_drm.h deleted file mode 100644 index 110c783e5fd..00000000000 --- a/src/gallium/drivers/vc4/vc4_drm.h +++ /dev/null @@ -1,279 +0,0 @@ -/* - * Copyright © 2014-2015 Broadcom - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice (including the next - * paragraph) shall be included in all copies or substantial portions of the - * Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING - * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS - * IN THE SOFTWARE. - */ - -#ifndef _UAPI_VC4_DRM_H_ -#define _UAPI_VC4_DRM_H_ - -#include <drm.h> - -#define DRM_VC4_SUBMIT_CL 0x00 -#define DRM_VC4_WAIT_SEQNO 0x01 -#define DRM_VC4_WAIT_BO 0x02 -#define DRM_VC4_CREATE_BO 0x03 -#define DRM_VC4_MMAP_BO 0x04 -#define DRM_VC4_CREATE_SHADER_BO 0x05 -#define DRM_VC4_GET_HANG_STATE 0x06 - -#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl) -#define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno) -#define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo) -#define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo) -#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo) -#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo) -#define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state) - -struct drm_vc4_submit_rcl_surface { - uint32_t hindex; /* Handle index, or ~0 if not present. */ - uint32_t offset; /* Offset to start of buffer. */ - /* - * Bits for either render config (color_write) or load/store packet. - * Bits should all be 0 for MSAA load/stores. - */ - uint16_t bits; - -#define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0) - uint16_t flags; -}; - -/** - * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D - * engine. - * - * Drivers typically use GPU BOs to store batchbuffers / command lists and - * their associated state. However, because the VC4 lacks an MMU, we have to - * do validation of memory accesses by the GPU commands. If we were to store - * our commands in BOs, we'd need to do uncached readback from them to do the - * validation process, which is too expensive. Instead, userspace accumulates - * commands and associated state in plain memory, then the kernel copies the - * data to its own address space, and then validates and stores it in a GPU - * BO. - */ -struct drm_vc4_submit_cl { - /* Pointer to the binner command list. - * - * This is the first set of commands executed, which runs the - * coordinate shader to determine where primitives land on the screen, - * then writes out the state updates and draw calls necessary per tile - * to the tile allocation BO. - */ - uint64_t bin_cl; - - /* Pointer to the shader records. - * - * Shader records are the structures read by the hardware that contain - * pointers to uniforms, shaders, and vertex attributes. The - * reference to the shader record has enough information to determine - * how many pointers are necessary (fixed number for shaders/uniforms, - * and an attribute count), so those BO indices into bo_handles are - * just stored as uint32_ts before each shader record passed in. - */ - uint64_t shader_rec; - - /* Pointer to uniform data and texture handles for the textures - * referenced by the shader. - * - * For each shader state record, there is a set of uniform data in the - * order referenced by the record (FS, VS, then CS). Each set of - * uniform data has a uint32_t index into bo_handles per texture - * sample operation, in the order the QPU_W_TMUn_S writes appear in - * the program. Following the texture BO handle indices is the actual - * uniform data. - * - * The individual uniform state blocks don't have sizes passed in, - * because the kernel has to determine the sizes anyway during shader - * code validation. - */ - uint64_t uniforms; - uint64_t bo_handles; - - /* Size in bytes of the binner command list. */ - uint32_t bin_cl_size; - /* Size in bytes of the set of shader records. */ - uint32_t shader_rec_size; - /* Number of shader records. - * - * This could just be computed from the contents of shader_records and - * the address bits of references to them from the bin CL, but it - * keeps the kernel from having to resize some allocations it makes. - */ - uint32_t shader_rec_count; - /* Size in bytes of the uniform state. */ - uint32_t uniforms_size; - - /* Number of BO handles passed in (size is that times 4). */ - uint32_t bo_handle_count; - - /* RCL setup: */ - uint16_t width; - uint16_t height; - uint8_t min_x_tile; - uint8_t min_y_tile; - uint8_t max_x_tile; - uint8_t max_y_tile; - struct drm_vc4_submit_rcl_surface color_read; - struct drm_vc4_submit_rcl_surface color_write; - struct drm_vc4_submit_rcl_surface zs_read; - struct drm_vc4_submit_rcl_surface zs_write; - struct drm_vc4_submit_rcl_surface msaa_color_write; - struct drm_vc4_submit_rcl_surface msaa_zs_write; - uint32_t clear_color[2]; - uint32_t clear_z; - uint8_t clear_s; - - uint32_t pad:24; - -#define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0) - uint32_t flags; - - /* Returned value of the seqno of this render job (for the - * wait ioctl). - */ - uint64_t seqno; -}; - -/** - * struct drm_vc4_wait_seqno - ioctl argument for waiting for - * DRM_VC4_SUBMIT_CL completion using its returned seqno. - * - * timeout_ns is the timeout in nanoseconds, where "0" means "don't - * block, just return the status." - */ -struct drm_vc4_wait_seqno { - uint64_t seqno; - uint64_t timeout_ns; -}; - -/** - * struct drm_vc4_wait_bo - ioctl argument for waiting for - * completion of the last DRM_VC4_SUBMIT_CL on a BO. - * - * This is useful for cases where multiple processes might be - * rendering to a BO and you want to wait for all rendering to be - * completed. - */ -struct drm_vc4_wait_bo { - uint32_t handle; - uint32_t pad; - uint64_t timeout_ns; -}; - -/** - * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs. - * - * There are currently no values for the flags argument, but it may be - * used in a future extension. - */ -struct drm_vc4_create_bo { - uint32_t size; - uint32_t flags; - /** Returned GEM handle for the BO. */ - uint32_t handle; - uint32_t pad; -}; - -/** - * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4 - * shader BOs. - * - * Since allowing a shader to be overwritten while it's also being - * executed from would allow privlege escalation, shaders must be - * created using this ioctl, and they can't be mmapped later. - */ -struct drm_vc4_create_shader_bo { - /* Size of the data argument. */ - uint32_t size; - /* Flags, currently must be 0. */ - uint32_t flags; - - /* Pointer to the data. */ - uint64_t data; - - /** Returned GEM handle for the BO. */ - uint32_t handle; - /* Pad, must be 0. */ - uint32_t pad; -}; - -/** - * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs. - * - * This doesn't actually perform an mmap. Instead, it returns the - * offset you need to use in an mmap on the DRM device node. This - * means that tools like valgrind end up knowing about the mapped - * memory. - * - * There are currently no values for the flags argument, but it may be - * used in a future extension. - */ -struct drm_vc4_mmap_bo { - /** Handle for the object being mapped. */ - uint32_t handle; - uint32_t flags; - /** offset into the drm node to use for subsequent mmap call. */ - uint64_t offset; -}; - -struct drm_vc4_get_hang_state_bo { - uint32_t handle; - uint32_t paddr; - uint32_t size; - uint32_t pad; -}; - -/** - * struct drm_vc4_hang_state - ioctl argument for collecting state - * from a GPU hang for analysis. -*/ -struct drm_vc4_get_hang_state { - /** Pointer to array of struct drm_vc4_get_hang_state_bo. */ - uint64_t bo; - /** - * On input, the size of the bo array. Output is the number - * of bos to be returned. - */ - uint32_t bo_count; - - uint32_t start_bin, start_render; - - uint32_t ct0ca, ct0ea; - uint32_t ct1ca, ct1ea; - uint32_t ct0cs, ct1cs; - uint32_t ct0ra0, ct1ra0; - - uint32_t bpca, bpcs; - uint32_t bpoa, bpos; - - uint32_t vpmbase; - - uint32_t dbge; - uint32_t fdbgo; - uint32_t fdbgb; - uint32_t fdbgr; - uint32_t fdbgs; - uint32_t errstat; - - /* Pad that we may save more registers into in the future. */ - uint32_t pad[16]; -}; - -#endif /* _UAPI_VC4_DRM_H_ */ |