/* * 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 #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_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) 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; }; #endif /* _UAPI_VC4_DRM_H_ */