xref: /openbmc/linux/include/uapi/drm/vc4_drm.h (revision 148b1e115eae37c9f3705691b4c45aa4cc0fa71d)
1 /*
2  * Copyright © 2014-2015 Broadcom
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #ifndef _UAPI_VC4_DRM_H_
25 #define _UAPI_VC4_DRM_H_
26 
27 #include "drm.h"
28 
29 #if defined(__cplusplus)
30 extern "C" {
31 #endif
32 
33 #define DRM_VC4_SUBMIT_CL                         0x00
34 #define DRM_VC4_WAIT_SEQNO                        0x01
35 #define DRM_VC4_WAIT_BO                           0x02
36 #define DRM_VC4_CREATE_BO                         0x03
37 #define DRM_VC4_MMAP_BO                           0x04
38 #define DRM_VC4_CREATE_SHADER_BO                  0x05
39 #define DRM_VC4_GET_HANG_STATE                    0x06
40 #define DRM_VC4_GET_PARAM                         0x07
41 #define DRM_VC4_SET_TILING                        0x08
42 #define DRM_VC4_GET_TILING                        0x09
43 #define DRM_VC4_LABEL_BO                          0x0a
44 
45 #define DRM_IOCTL_VC4_SUBMIT_CL           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
46 #define DRM_IOCTL_VC4_WAIT_SEQNO          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
47 #define DRM_IOCTL_VC4_WAIT_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
48 #define DRM_IOCTL_VC4_CREATE_BO           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
49 #define DRM_IOCTL_VC4_MMAP_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
50 #define DRM_IOCTL_VC4_CREATE_SHADER_BO    DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
51 #define DRM_IOCTL_VC4_GET_HANG_STATE      DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
52 #define DRM_IOCTL_VC4_GET_PARAM           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
53 #define DRM_IOCTL_VC4_SET_TILING          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SET_TILING, struct drm_vc4_set_tiling)
54 #define DRM_IOCTL_VC4_GET_TILING          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_TILING, struct drm_vc4_get_tiling)
55 #define DRM_IOCTL_VC4_LABEL_BO            DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_LABEL_BO, struct drm_vc4_label_bo)
56 
57 struct drm_vc4_submit_rcl_surface {
58 	__u32 hindex; /* Handle index, or ~0 if not present. */
59 	__u32 offset; /* Offset to start of buffer. */
60 	/*
61 	 * Bits for either render config (color_write) or load/store packet.
62 	 * Bits should all be 0 for MSAA load/stores.
63 	 */
64 	__u16 bits;
65 
66 #define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES		(1 << 0)
67 	__u16 flags;
68 };
69 
70 /**
71  * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
72  * engine.
73  *
74  * Drivers typically use GPU BOs to store batchbuffers / command lists and
75  * their associated state.  However, because the VC4 lacks an MMU, we have to
76  * do validation of memory accesses by the GPU commands.  If we were to store
77  * our commands in BOs, we'd need to do uncached readback from them to do the
78  * validation process, which is too expensive.  Instead, userspace accumulates
79  * commands and associated state in plain memory, then the kernel copies the
80  * data to its own address space, and then validates and stores it in a GPU
81  * BO.
82  */
83 struct drm_vc4_submit_cl {
84 	/* Pointer to the binner command list.
85 	 *
86 	 * This is the first set of commands executed, which runs the
87 	 * coordinate shader to determine where primitives land on the screen,
88 	 * then writes out the state updates and draw calls necessary per tile
89 	 * to the tile allocation BO.
90 	 */
91 	__u64 bin_cl;
92 
93 	/* Pointer to the shader records.
94 	 *
95 	 * Shader records are the structures read by the hardware that contain
96 	 * pointers to uniforms, shaders, and vertex attributes.  The
97 	 * reference to the shader record has enough information to determine
98 	 * how many pointers are necessary (fixed number for shaders/uniforms,
99 	 * and an attribute count), so those BO indices into bo_handles are
100 	 * just stored as __u32s before each shader record passed in.
101 	 */
102 	__u64 shader_rec;
103 
104 	/* Pointer to uniform data and texture handles for the textures
105 	 * referenced by the shader.
106 	 *
107 	 * For each shader state record, there is a set of uniform data in the
108 	 * order referenced by the record (FS, VS, then CS).  Each set of
109 	 * uniform data has a __u32 index into bo_handles per texture
110 	 * sample operation, in the order the QPU_W_TMUn_S writes appear in
111 	 * the program.  Following the texture BO handle indices is the actual
112 	 * uniform data.
113 	 *
114 	 * The individual uniform state blocks don't have sizes passed in,
115 	 * because the kernel has to determine the sizes anyway during shader
116 	 * code validation.
117 	 */
118 	__u64 uniforms;
119 	__u64 bo_handles;
120 
121 	/* Size in bytes of the binner command list. */
122 	__u32 bin_cl_size;
123 	/* Size in bytes of the set of shader records. */
124 	__u32 shader_rec_size;
125 	/* Number of shader records.
126 	 *
127 	 * This could just be computed from the contents of shader_records and
128 	 * the address bits of references to them from the bin CL, but it
129 	 * keeps the kernel from having to resize some allocations it makes.
130 	 */
131 	__u32 shader_rec_count;
132 	/* Size in bytes of the uniform state. */
133 	__u32 uniforms_size;
134 
135 	/* Number of BO handles passed in (size is that times 4). */
136 	__u32 bo_handle_count;
137 
138 	/* RCL setup: */
139 	__u16 width;
140 	__u16 height;
141 	__u8 min_x_tile;
142 	__u8 min_y_tile;
143 	__u8 max_x_tile;
144 	__u8 max_y_tile;
145 	struct drm_vc4_submit_rcl_surface color_read;
146 	struct drm_vc4_submit_rcl_surface color_write;
147 	struct drm_vc4_submit_rcl_surface zs_read;
148 	struct drm_vc4_submit_rcl_surface zs_write;
149 	struct drm_vc4_submit_rcl_surface msaa_color_write;
150 	struct drm_vc4_submit_rcl_surface msaa_zs_write;
151 	__u32 clear_color[2];
152 	__u32 clear_z;
153 	__u8 clear_s;
154 
155 	__u32 pad:24;
156 
157 #define VC4_SUBMIT_CL_USE_CLEAR_COLOR			(1 << 0)
158 	__u32 flags;
159 
160 	/* Returned value of the seqno of this render job (for the
161 	 * wait ioctl).
162 	 */
163 	__u64 seqno;
164 };
165 
166 /**
167  * struct drm_vc4_wait_seqno - ioctl argument for waiting for
168  * DRM_VC4_SUBMIT_CL completion using its returned seqno.
169  *
170  * timeout_ns is the timeout in nanoseconds, where "0" means "don't
171  * block, just return the status."
172  */
173 struct drm_vc4_wait_seqno {
174 	__u64 seqno;
175 	__u64 timeout_ns;
176 };
177 
178 /**
179  * struct drm_vc4_wait_bo - ioctl argument for waiting for
180  * completion of the last DRM_VC4_SUBMIT_CL on a BO.
181  *
182  * This is useful for cases where multiple processes might be
183  * rendering to a BO and you want to wait for all rendering to be
184  * completed.
185  */
186 struct drm_vc4_wait_bo {
187 	__u32 handle;
188 	__u32 pad;
189 	__u64 timeout_ns;
190 };
191 
192 /**
193  * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
194  *
195  * There are currently no values for the flags argument, but it may be
196  * used in a future extension.
197  */
198 struct drm_vc4_create_bo {
199 	__u32 size;
200 	__u32 flags;
201 	/** Returned GEM handle for the BO. */
202 	__u32 handle;
203 	__u32 pad;
204 };
205 
206 /**
207  * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
208  *
209  * This doesn't actually perform an mmap.  Instead, it returns the
210  * offset you need to use in an mmap on the DRM device node.  This
211  * means that tools like valgrind end up knowing about the mapped
212  * memory.
213  *
214  * There are currently no values for the flags argument, but it may be
215  * used in a future extension.
216  */
217 struct drm_vc4_mmap_bo {
218 	/** Handle for the object being mapped. */
219 	__u32 handle;
220 	__u32 flags;
221 	/** offset into the drm node to use for subsequent mmap call. */
222 	__u64 offset;
223 };
224 
225 /**
226  * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
227  * shader BOs.
228  *
229  * Since allowing a shader to be overwritten while it's also being
230  * executed from would allow privlege escalation, shaders must be
231  * created using this ioctl, and they can't be mmapped later.
232  */
233 struct drm_vc4_create_shader_bo {
234 	/* Size of the data argument. */
235 	__u32 size;
236 	/* Flags, currently must be 0. */
237 	__u32 flags;
238 
239 	/* Pointer to the data. */
240 	__u64 data;
241 
242 	/** Returned GEM handle for the BO. */
243 	__u32 handle;
244 	/* Pad, must be 0. */
245 	__u32 pad;
246 };
247 
248 struct drm_vc4_get_hang_state_bo {
249 	__u32 handle;
250 	__u32 paddr;
251 	__u32 size;
252 	__u32 pad;
253 };
254 
255 /**
256  * struct drm_vc4_hang_state - ioctl argument for collecting state
257  * from a GPU hang for analysis.
258 */
259 struct drm_vc4_get_hang_state {
260 	/** Pointer to array of struct drm_vc4_get_hang_state_bo. */
261 	__u64 bo;
262 	/**
263 	 * On input, the size of the bo array.  Output is the number
264 	 * of bos to be returned.
265 	 */
266 	__u32 bo_count;
267 
268 	__u32 start_bin, start_render;
269 
270 	__u32 ct0ca, ct0ea;
271 	__u32 ct1ca, ct1ea;
272 	__u32 ct0cs, ct1cs;
273 	__u32 ct0ra0, ct1ra0;
274 
275 	__u32 bpca, bpcs;
276 	__u32 bpoa, bpos;
277 
278 	__u32 vpmbase;
279 
280 	__u32 dbge;
281 	__u32 fdbgo;
282 	__u32 fdbgb;
283 	__u32 fdbgr;
284 	__u32 fdbgs;
285 	__u32 errstat;
286 
287 	/* Pad that we may save more registers into in the future. */
288 	__u32 pad[16];
289 };
290 
291 #define DRM_VC4_PARAM_V3D_IDENT0		0
292 #define DRM_VC4_PARAM_V3D_IDENT1		1
293 #define DRM_VC4_PARAM_V3D_IDENT2		2
294 #define DRM_VC4_PARAM_SUPPORTS_BRANCHES		3
295 #define DRM_VC4_PARAM_SUPPORTS_ETC1		4
296 #define DRM_VC4_PARAM_SUPPORTS_THREADED_FS	5
297 
298 struct drm_vc4_get_param {
299 	__u32 param;
300 	__u32 pad;
301 	__u64 value;
302 };
303 
304 struct drm_vc4_get_tiling {
305 	__u32 handle;
306 	__u32 flags;
307 	__u64 modifier;
308 };
309 
310 struct drm_vc4_set_tiling {
311 	__u32 handle;
312 	__u32 flags;
313 	__u64 modifier;
314 };
315 
316 /**
317  * struct drm_vc4_label_bo - Attach a name to a BO for debug purposes.
318  */
319 struct drm_vc4_label_bo {
320 	__u32 handle;
321 	__u32 len;
322 	__u64 name;
323 };
324 
325 #if defined(__cplusplus)
326 }
327 #endif
328 
329 #endif /* _UAPI_VC4_DRM_H_ */
330