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      1 /*	$NetBSD: vc4_drm.h,v 1.2 2021/12/18 23:45:46 riastradh Exp $	*/
      2 
      3 /*
      4  * Copyright  2014-2015 Broadcom
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the "Software"),
      8  * to deal in the Software without restriction, including without limitation
      9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     10  * and/or sell copies of the Software, and to permit persons to whom the
     11  * Software is furnished to do so, subject to the following conditions:
     12  *
     13  * The above copyright notice and this permission notice (including the next
     14  * paragraph) shall be included in all copies or substantial portions of the
     15  * Software.
     16  *
     17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     18  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     20  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     21  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
     22  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
     23  * IN THE SOFTWARE.
     24  */
     25 
     26 #ifndef _UAPI_VC4_DRM_H_
     27 #define _UAPI_VC4_DRM_H_
     28 
     29 #include "drm.h"
     30 
     31 #if defined(__cplusplus)
     32 extern "C" {
     33 #endif
     34 
     35 #define DRM_VC4_SUBMIT_CL                         0x00
     36 #define DRM_VC4_WAIT_SEQNO                        0x01
     37 #define DRM_VC4_WAIT_BO                           0x02
     38 #define DRM_VC4_CREATE_BO                         0x03
     39 #define DRM_VC4_MMAP_BO                           0x04
     40 #define DRM_VC4_CREATE_SHADER_BO                  0x05
     41 #define DRM_VC4_GET_HANG_STATE                    0x06
     42 #define DRM_VC4_GET_PARAM                         0x07
     43 #define DRM_VC4_SET_TILING                        0x08
     44 #define DRM_VC4_GET_TILING                        0x09
     45 #define DRM_VC4_LABEL_BO                          0x0a
     46 #define DRM_VC4_GEM_MADVISE                       0x0b
     47 #define DRM_VC4_PERFMON_CREATE                    0x0c
     48 #define DRM_VC4_PERFMON_DESTROY                   0x0d
     49 #define DRM_VC4_PERFMON_GET_VALUES                0x0e
     50 
     51 #define DRM_IOCTL_VC4_SUBMIT_CL           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
     52 #define DRM_IOCTL_VC4_WAIT_SEQNO          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
     53 #define DRM_IOCTL_VC4_WAIT_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
     54 #define DRM_IOCTL_VC4_CREATE_BO           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
     55 #define DRM_IOCTL_VC4_MMAP_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
     56 #define DRM_IOCTL_VC4_CREATE_SHADER_BO    DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
     57 #define DRM_IOCTL_VC4_GET_HANG_STATE      DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
     58 #define DRM_IOCTL_VC4_GET_PARAM           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
     59 #define DRM_IOCTL_VC4_SET_TILING          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SET_TILING, struct drm_vc4_set_tiling)
     60 #define DRM_IOCTL_VC4_GET_TILING          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_TILING, struct drm_vc4_get_tiling)
     61 #define DRM_IOCTL_VC4_LABEL_BO            DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_LABEL_BO, struct drm_vc4_label_bo)
     62 #define DRM_IOCTL_VC4_GEM_MADVISE         DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GEM_MADVISE, struct drm_vc4_gem_madvise)
     63 #define DRM_IOCTL_VC4_PERFMON_CREATE      DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_CREATE, struct drm_vc4_perfmon_create)
     64 #define DRM_IOCTL_VC4_PERFMON_DESTROY     DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_DESTROY, struct drm_vc4_perfmon_destroy)
     65 #define DRM_IOCTL_VC4_PERFMON_GET_VALUES  DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_GET_VALUES, struct drm_vc4_perfmon_get_values)
     66 
     67 struct drm_vc4_submit_rcl_surface {
     68 	__u32 hindex; /* Handle index, or ~0 if not present. */
     69 	__u32 offset; /* Offset to start of buffer. */
     70 	/*
     71 	 * Bits for either render config (color_write) or load/store packet.
     72 	 * Bits should all be 0 for MSAA load/stores.
     73 	 */
     74 	__u16 bits;
     75 
     76 #define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES		(1 << 0)
     77 	__u16 flags;
     78 };
     79 
     80 /**
     81  * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
     82  * engine.
     83  *
     84  * Drivers typically use GPU BOs to store batchbuffers / command lists and
     85  * their associated state.  However, because the VC4 lacks an MMU, we have to
     86  * do validation of memory accesses by the GPU commands.  If we were to store
     87  * our commands in BOs, we'd need to do uncached readback from them to do the
     88  * validation process, which is too expensive.  Instead, userspace accumulates
     89  * commands and associated state in plain memory, then the kernel copies the
     90  * data to its own address space, and then validates and stores it in a GPU
     91  * BO.
     92  */
     93 struct drm_vc4_submit_cl {
     94 	/* Pointer to the binner command list.
     95 	 *
     96 	 * This is the first set of commands executed, which runs the
     97 	 * coordinate shader to determine where primitives land on the screen,
     98 	 * then writes out the state updates and draw calls necessary per tile
     99 	 * to the tile allocation BO.
    100 	 */
    101 	__u64 bin_cl;
    102 
    103 	/* Pointer to the shader records.
    104 	 *
    105 	 * Shader records are the structures read by the hardware that contain
    106 	 * pointers to uniforms, shaders, and vertex attributes.  The
    107 	 * reference to the shader record has enough information to determine
    108 	 * how many pointers are necessary (fixed number for shaders/uniforms,
    109 	 * and an attribute count), so those BO indices into bo_handles are
    110 	 * just stored as __u32s before each shader record passed in.
    111 	 */
    112 	__u64 shader_rec;
    113 
    114 	/* Pointer to uniform data and texture handles for the textures
    115 	 * referenced by the shader.
    116 	 *
    117 	 * For each shader state record, there is a set of uniform data in the
    118 	 * order referenced by the record (FS, VS, then CS).  Each set of
    119 	 * uniform data has a __u32 index into bo_handles per texture
    120 	 * sample operation, in the order the QPU_W_TMUn_S writes appear in
    121 	 * the program.  Following the texture BO handle indices is the actual
    122 	 * uniform data.
    123 	 *
    124 	 * The individual uniform state blocks don't have sizes passed in,
    125 	 * because the kernel has to determine the sizes anyway during shader
    126 	 * code validation.
    127 	 */
    128 	__u64 uniforms;
    129 	__u64 bo_handles;
    130 
    131 	/* Size in bytes of the binner command list. */
    132 	__u32 bin_cl_size;
    133 	/* Size in bytes of the set of shader records. */
    134 	__u32 shader_rec_size;
    135 	/* Number of shader records.
    136 	 *
    137 	 * This could just be computed from the contents of shader_records and
    138 	 * the address bits of references to them from the bin CL, but it
    139 	 * keeps the kernel from having to resize some allocations it makes.
    140 	 */
    141 	__u32 shader_rec_count;
    142 	/* Size in bytes of the uniform state. */
    143 	__u32 uniforms_size;
    144 
    145 	/* Number of BO handles passed in (size is that times 4). */
    146 	__u32 bo_handle_count;
    147 
    148 	/* RCL setup: */
    149 	__u16 width;
    150 	__u16 height;
    151 	__u8 min_x_tile;
    152 	__u8 min_y_tile;
    153 	__u8 max_x_tile;
    154 	__u8 max_y_tile;
    155 	struct drm_vc4_submit_rcl_surface color_read;
    156 	struct drm_vc4_submit_rcl_surface color_write;
    157 	struct drm_vc4_submit_rcl_surface zs_read;
    158 	struct drm_vc4_submit_rcl_surface zs_write;
    159 	struct drm_vc4_submit_rcl_surface msaa_color_write;
    160 	struct drm_vc4_submit_rcl_surface msaa_zs_write;
    161 	__u32 clear_color[2];
    162 	__u32 clear_z;
    163 	__u8 clear_s;
    164 
    165 	__u32 pad:24;
    166 
    167 #define VC4_SUBMIT_CL_USE_CLEAR_COLOR			(1 << 0)
    168 /* By default, the kernel gets to choose the order that the tiles are
    169  * rendered in.  If this is set, then the tiles will be rendered in a
    170  * raster order, with the right-to-left vs left-to-right and
    171  * top-to-bottom vs bottom-to-top dictated by
    172  * VC4_SUBMIT_CL_RCL_ORDER_INCREASING_*.  This allows overlapping
    173  * blits to be implemented using the 3D engine.
    174  */
    175 #define VC4_SUBMIT_CL_FIXED_RCL_ORDER			(1 << 1)
    176 #define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_X		(1 << 2)
    177 #define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_Y		(1 << 3)
    178 	__u32 flags;
    179 
    180 	/* Returned value of the seqno of this render job (for the
    181 	 * wait ioctl).
    182 	 */
    183 	__u64 seqno;
    184 
    185 	/* ID of the perfmon to attach to this job. 0 means no perfmon. */
    186 	__u32 perfmonid;
    187 
    188 	/* Syncobj handle to wait on. If set, processing of this render job
    189 	 * will not start until the syncobj is signaled. 0 means ignore.
    190 	 */
    191 	__u32 in_sync;
    192 
    193 	/* Syncobj handle to export fence to. If set, the fence in the syncobj
    194 	 * will be replaced with a fence that signals upon completion of this
    195 	 * render job. 0 means ignore.
    196 	 */
    197 	__u32 out_sync;
    198 
    199 	__u32 pad2;
    200 };
    201 
    202 /**
    203  * struct drm_vc4_wait_seqno - ioctl argument for waiting for
    204  * DRM_VC4_SUBMIT_CL completion using its returned seqno.
    205  *
    206  * timeout_ns is the timeout in nanoseconds, where "0" means "don't
    207  * block, just return the status."
    208  */
    209 struct drm_vc4_wait_seqno {
    210 	__u64 seqno;
    211 	__u64 timeout_ns;
    212 };
    213 
    214 /**
    215  * struct drm_vc4_wait_bo - ioctl argument for waiting for
    216  * completion of the last DRM_VC4_SUBMIT_CL on a BO.
    217  *
    218  * This is useful for cases where multiple processes might be
    219  * rendering to a BO and you want to wait for all rendering to be
    220  * completed.
    221  */
    222 struct drm_vc4_wait_bo {
    223 	__u32 handle;
    224 	__u32 pad;
    225 	__u64 timeout_ns;
    226 };
    227 
    228 /**
    229  * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
    230  *
    231  * There are currently no values for the flags argument, but it may be
    232  * used in a future extension.
    233  */
    234 struct drm_vc4_create_bo {
    235 	__u32 size;
    236 	__u32 flags;
    237 	/** Returned GEM handle for the BO. */
    238 	__u32 handle;
    239 	__u32 pad;
    240 };
    241 
    242 /**
    243  * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
    244  *
    245  * This doesn't actually perform an mmap.  Instead, it returns the
    246  * offset you need to use in an mmap on the DRM device node.  This
    247  * means that tools like valgrind end up knowing about the mapped
    248  * memory.
    249  *
    250  * There are currently no values for the flags argument, but it may be
    251  * used in a future extension.
    252  */
    253 struct drm_vc4_mmap_bo {
    254 	/** Handle for the object being mapped. */
    255 	__u32 handle;
    256 	__u32 flags;
    257 	/** offset into the drm node to use for subsequent mmap call. */
    258 	__u64 offset;
    259 };
    260 
    261 /**
    262  * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
    263  * shader BOs.
    264  *
    265  * Since allowing a shader to be overwritten while it's also being
    266  * executed from would allow privlege escalation, shaders must be
    267  * created using this ioctl, and they can't be mmapped later.
    268  */
    269 struct drm_vc4_create_shader_bo {
    270 	/* Size of the data argument. */
    271 	__u32 size;
    272 	/* Flags, currently must be 0. */
    273 	__u32 flags;
    274 
    275 	/* Pointer to the data. */
    276 	__u64 data;
    277 
    278 	/** Returned GEM handle for the BO. */
    279 	__u32 handle;
    280 	/* Pad, must be 0. */
    281 	__u32 pad;
    282 };
    283 
    284 struct drm_vc4_get_hang_state_bo {
    285 	__u32 handle;
    286 	__u32 paddr;
    287 	__u32 size;
    288 	__u32 pad;
    289 };
    290 
    291 /**
    292  * struct drm_vc4_hang_state - ioctl argument for collecting state
    293  * from a GPU hang for analysis.
    294 */
    295 struct drm_vc4_get_hang_state {
    296 	/** Pointer to array of struct drm_vc4_get_hang_state_bo. */
    297 	__u64 bo;
    298 	/**
    299 	 * On input, the size of the bo array.  Output is the number
    300 	 * of bos to be returned.
    301 	 */
    302 	__u32 bo_count;
    303 
    304 	__u32 start_bin, start_render;
    305 
    306 	__u32 ct0ca, ct0ea;
    307 	__u32 ct1ca, ct1ea;
    308 	__u32 ct0cs, ct1cs;
    309 	__u32 ct0ra0, ct1ra0;
    310 
    311 	__u32 bpca, bpcs;
    312 	__u32 bpoa, bpos;
    313 
    314 	__u32 vpmbase;
    315 
    316 	__u32 dbge;
    317 	__u32 fdbgo;
    318 	__u32 fdbgb;
    319 	__u32 fdbgr;
    320 	__u32 fdbgs;
    321 	__u32 errstat;
    322 
    323 	/* Pad that we may save more registers into in the future. */
    324 	__u32 pad[16];
    325 };
    326 
    327 #define DRM_VC4_PARAM_V3D_IDENT0		0
    328 #define DRM_VC4_PARAM_V3D_IDENT1		1
    329 #define DRM_VC4_PARAM_V3D_IDENT2		2
    330 #define DRM_VC4_PARAM_SUPPORTS_BRANCHES		3
    331 #define DRM_VC4_PARAM_SUPPORTS_ETC1		4
    332 #define DRM_VC4_PARAM_SUPPORTS_THREADED_FS	5
    333 #define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER	6
    334 #define DRM_VC4_PARAM_SUPPORTS_MADVISE		7
    335 #define DRM_VC4_PARAM_SUPPORTS_PERFMON		8
    336 
    337 struct drm_vc4_get_param {
    338 	__u32 param;
    339 	__u32 pad;
    340 	__u64 value;
    341 };
    342 
    343 struct drm_vc4_get_tiling {
    344 	__u32 handle;
    345 	__u32 flags;
    346 	__u64 modifier;
    347 };
    348 
    349 struct drm_vc4_set_tiling {
    350 	__u32 handle;
    351 	__u32 flags;
    352 	__u64 modifier;
    353 };
    354 
    355 /**
    356  * struct drm_vc4_label_bo - Attach a name to a BO for debug purposes.
    357  */
    358 struct drm_vc4_label_bo {
    359 	__u32 handle;
    360 	__u32 len;
    361 	__u64 name;
    362 };
    363 
    364 /*
    365  * States prefixed with '__' are internal states and cannot be passed to the
    366  * DRM_IOCTL_VC4_GEM_MADVISE ioctl.
    367  */
    368 #define VC4_MADV_WILLNEED			0
    369 #define VC4_MADV_DONTNEED			1
    370 #define __VC4_MADV_PURGED			2
    371 #define __VC4_MADV_NOTSUPP			3
    372 
    373 struct drm_vc4_gem_madvise {
    374 	__u32 handle;
    375 	__u32 madv;
    376 	__u32 retained;
    377 	__u32 pad;
    378 };
    379 
    380 enum {
    381 	VC4_PERFCNT_FEP_VALID_PRIMS_NO_RENDER,
    382 	VC4_PERFCNT_FEP_VALID_PRIMS_RENDER,
    383 	VC4_PERFCNT_FEP_CLIPPED_QUADS,
    384 	VC4_PERFCNT_FEP_VALID_QUADS,
    385 	VC4_PERFCNT_TLB_QUADS_NOT_PASSING_STENCIL,
    386 	VC4_PERFCNT_TLB_QUADS_NOT_PASSING_Z_AND_STENCIL,
    387 	VC4_PERFCNT_TLB_QUADS_PASSING_Z_AND_STENCIL,
    388 	VC4_PERFCNT_TLB_QUADS_ZERO_COVERAGE,
    389 	VC4_PERFCNT_TLB_QUADS_NON_ZERO_COVERAGE,
    390 	VC4_PERFCNT_TLB_QUADS_WRITTEN_TO_COLOR_BUF,
    391 	VC4_PERFCNT_PLB_PRIMS_OUTSIDE_VIEWPORT,
    392 	VC4_PERFCNT_PLB_PRIMS_NEED_CLIPPING,
    393 	VC4_PERFCNT_PSE_PRIMS_REVERSED,
    394 	VC4_PERFCNT_QPU_TOTAL_IDLE_CYCLES,
    395 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_VERTEX_COORD_SHADING,
    396 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_FRAGMENT_SHADING,
    397 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_EXEC_VALID_INST,
    398 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_TMUS,
    399 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_SCOREBOARD,
    400 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_VARYINGS,
    401 	VC4_PERFCNT_QPU_TOTAL_INST_CACHE_HIT,
    402 	VC4_PERFCNT_QPU_TOTAL_INST_CACHE_MISS,
    403 	VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_HIT,
    404 	VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_MISS,
    405 	VC4_PERFCNT_TMU_TOTAL_TEXT_QUADS_PROCESSED,
    406 	VC4_PERFCNT_TMU_TOTAL_TEXT_CACHE_MISS,
    407 	VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VDW_STALLED,
    408 	VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VCD_STALLED,
    409 	VC4_PERFCNT_L2C_TOTAL_L2_CACHE_HIT,
    410 	VC4_PERFCNT_L2C_TOTAL_L2_CACHE_MISS,
    411 	VC4_PERFCNT_NUM_EVENTS,
    412 };
    413 
    414 #define DRM_VC4_MAX_PERF_COUNTERS	16
    415 
    416 struct drm_vc4_perfmon_create {
    417 	__u32 id;
    418 	__u32 ncounters;
    419 	__u8 events[DRM_VC4_MAX_PERF_COUNTERS];
    420 };
    421 
    422 struct drm_vc4_perfmon_destroy {
    423 	__u32 id;
    424 };
    425 
    426 /*
    427  * Returns the values of the performance counters tracked by this
    428  * perfmon (as an array of ncounters u64 values).
    429  *
    430  * No implicit synchronization is performed, so the user has to
    431  * guarantee that any jobs using this perfmon have already been
    432  * completed  (probably by blocking on the seqno returned by the
    433  * last exec that used the perfmon).
    434  */
    435 struct drm_vc4_perfmon_get_values {
    436 	__u32 id;
    437 	__u64 values_ptr;
    438 };
    439 
    440 #if defined(__cplusplus)
    441 }
    442 #endif
    443 
    444 #endif /* _UAPI_VC4_DRM_H_ */
    445