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24 #ifndef _UAPI_VC4_DRM_H_
25 #define _UAPI_VC4_DRM_H_
29 #if defined(__cplusplus)
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 #define DRM_VC4_GEM_MADVISE 0x0b
45 #define DRM_VC4_PERFMON_CREATE 0x0c
46 #define DRM_VC4_PERFMON_DESTROY 0x0d
47 #define DRM_VC4_PERFMON_GET_VALUES 0x0e
49 #define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
50 #define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
51 #define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
52 #define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
53 #define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
54 #define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
55 #define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
56 #define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
57 #define DRM_IOCTL_VC4_SET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SET_TILING, struct drm_vc4_set_tiling)
58 #define DRM_IOCTL_VC4_GET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_TILING, struct drm_vc4_get_tiling)
59 #define DRM_IOCTL_VC4_LABEL_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_LABEL_BO, struct drm_vc4_label_bo)
60 #define DRM_IOCTL_VC4_GEM_MADVISE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GEM_MADVISE, struct drm_vc4_gem_madvise)
61 #define DRM_IOCTL_VC4_PERFMON_CREATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_CREATE, struct drm_vc4_perfmon_create)
62 #define DRM_IOCTL_VC4_PERFMON_DESTROY DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_DESTROY, struct drm_vc4_perfmon_destroy)
63 #define DRM_IOCTL_VC4_PERFMON_GET_VALUES DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_GET_VALUES, struct drm_vc4_perfmon_get_values)
65 struct drm_vc4_submit_rcl_surface {
66 __u32 hindex; /* Handle index, or ~0 if not present. */
67 __u32 offset; /* Offset to start of buffer. */
69 * Bits for either render config (color_write) or load/store packet.
70 * Bits should all be 0 for MSAA load/stores.
74 #define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0)
79 * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
82 * Drivers typically use GPU BOs to store batchbuffers / command lists and
83 * their associated state. However, because the VC4 lacks an MMU, we have to
84 * do validation of memory accesses by the GPU commands. If we were to store
85 * our commands in BOs, we'd need to do uncached readback from them to do the
86 * validation process, which is too expensive. Instead, userspace accumulates
87 * commands and associated state in plain memory, then the kernel copies the
88 * data to its own address space, and then validates and stores it in a GPU
91 struct drm_vc4_submit_cl {
92 /* Pointer to the binner command list.
94 * This is the first set of commands executed, which runs the
95 * coordinate shader to determine where primitives land on the screen,
96 * then writes out the state updates and draw calls necessary per tile
97 * to the tile allocation BO.
101 /* Pointer to the shader records.
103 * Shader records are the structures read by the hardware that contain
104 * pointers to uniforms, shaders, and vertex attributes. The
105 * reference to the shader record has enough information to determine
106 * how many pointers are necessary (fixed number for shaders/uniforms,
107 * and an attribute count), so those BO indices into bo_handles are
108 * just stored as __u32s before each shader record passed in.
112 /* Pointer to uniform data and texture handles for the textures
113 * referenced by the shader.
115 * For each shader state record, there is a set of uniform data in the
116 * order referenced by the record (FS, VS, then CS). Each set of
117 * uniform data has a __u32 index into bo_handles per texture
118 * sample operation, in the order the QPU_W_TMUn_S writes appear in
119 * the program. Following the texture BO handle indices is the actual
122 * The individual uniform state blocks don't have sizes passed in,
123 * because the kernel has to determine the sizes anyway during shader
129 /* Size in bytes of the binner command list. */
131 /* Size in bytes of the set of shader records. */
132 __u32 shader_rec_size;
133 /* Number of shader records.
135 * This could just be computed from the contents of shader_records and
136 * the address bits of references to them from the bin CL, but it
137 * keeps the kernel from having to resize some allocations it makes.
139 __u32 shader_rec_count;
140 /* Size in bytes of the uniform state. */
143 /* Number of BO handles passed in (size is that times 4). */
144 __u32 bo_handle_count;
153 struct drm_vc4_submit_rcl_surface color_read;
154 struct drm_vc4_submit_rcl_surface color_write;
155 struct drm_vc4_submit_rcl_surface zs_read;
156 struct drm_vc4_submit_rcl_surface zs_write;
157 struct drm_vc4_submit_rcl_surface msaa_color_write;
158 struct drm_vc4_submit_rcl_surface msaa_zs_write;
159 __u32 clear_color[2];
165 #define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0)
166 /* By default, the kernel gets to choose the order that the tiles are
167 * rendered in. If this is set, then the tiles will be rendered in a
168 * raster order, with the right-to-left vs left-to-right and
169 * top-to-bottom vs bottom-to-top dictated by
170 * VC4_SUBMIT_CL_RCL_ORDER_INCREASING_*. This allows overlapping
171 * blits to be implemented using the 3D engine.
173 #define VC4_SUBMIT_CL_FIXED_RCL_ORDER (1 << 1)
174 #define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_X (1 << 2)
175 #define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_Y (1 << 3)
178 /* Returned value of the seqno of this render job (for the
183 /* ID of the perfmon to attach to this job. 0 means no perfmon. */
186 /* Syncobj handle to wait on. If set, processing of this render job
187 * will not start until the syncobj is signaled. 0 means ignore.
191 /* Syncobj handle to export fence to. If set, the fence in the syncobj
192 * will be replaced with a fence that signals upon completion of this
193 * render job. 0 means ignore.
201 * struct drm_vc4_wait_seqno - ioctl argument for waiting for
202 * DRM_VC4_SUBMIT_CL completion using its returned seqno.
204 * timeout_ns is the timeout in nanoseconds, where "0" means "don't
205 * block, just return the status."
207 struct drm_vc4_wait_seqno {
213 * struct drm_vc4_wait_bo - ioctl argument for waiting for
214 * completion of the last DRM_VC4_SUBMIT_CL on a BO.
216 * This is useful for cases where multiple processes might be
217 * rendering to a BO and you want to wait for all rendering to be
220 struct drm_vc4_wait_bo {
227 * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
229 * There are currently no values for the flags argument, but it may be
230 * used in a future extension.
232 struct drm_vc4_create_bo {
235 /** Returned GEM handle for the BO. */
241 * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
243 * This doesn't actually perform an mmap. Instead, it returns the
244 * offset you need to use in an mmap on the DRM device node. This
245 * means that tools like valgrind end up knowing about the mapped
248 * There are currently no values for the flags argument, but it may be
249 * used in a future extension.
251 struct drm_vc4_mmap_bo {
252 /** Handle for the object being mapped. */
255 /** offset into the drm node to use for subsequent mmap call. */
260 * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
263 * Since allowing a shader to be overwritten while it's also being
264 * executed from would allow privlege escalation, shaders must be
265 * created using this ioctl, and they can't be mmapped later.
267 struct drm_vc4_create_shader_bo {
268 /* Size of the data argument. */
270 /* Flags, currently must be 0. */
273 /* Pointer to the data. */
276 /** Returned GEM handle for the BO. */
278 /* Pad, must be 0. */
282 struct drm_vc4_get_hang_state_bo {
290 * struct drm_vc4_hang_state - ioctl argument for collecting state
291 * from a GPU hang for analysis.
293 struct drm_vc4_get_hang_state {
294 /** Pointer to array of struct drm_vc4_get_hang_state_bo. */
297 * On input, the size of the bo array. Output is the number
298 * of bos to be returned.
302 __u32 start_bin, start_render;
307 __u32 ct0ra0, ct1ra0;
321 /* Pad that we may save more registers into in the future. */
325 #define DRM_VC4_PARAM_V3D_IDENT0 0
326 #define DRM_VC4_PARAM_V3D_IDENT1 1
327 #define DRM_VC4_PARAM_V3D_IDENT2 2
328 #define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
329 #define DRM_VC4_PARAM_SUPPORTS_ETC1 4
330 #define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5
331 #define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER 6
332 #define DRM_VC4_PARAM_SUPPORTS_MADVISE 7
333 #define DRM_VC4_PARAM_SUPPORTS_PERFMON 8
335 struct drm_vc4_get_param {
341 struct drm_vc4_get_tiling {
347 struct drm_vc4_set_tiling {
354 * struct drm_vc4_label_bo - Attach a name to a BO for debug purposes.
356 struct drm_vc4_label_bo {
363 * States prefixed with '__' are internal states and cannot be passed to the
364 * DRM_IOCTL_VC4_GEM_MADVISE ioctl.
366 #define VC4_MADV_WILLNEED 0
367 #define VC4_MADV_DONTNEED 1
368 #define __VC4_MADV_PURGED 2
369 #define __VC4_MADV_NOTSUPP 3
371 struct drm_vc4_gem_madvise {
379 VC4_PERFCNT_FEP_VALID_PRIMS_NO_RENDER,
380 VC4_PERFCNT_FEP_VALID_PRIMS_RENDER,
381 VC4_PERFCNT_FEP_CLIPPED_QUADS,
382 VC4_PERFCNT_FEP_VALID_QUADS,
383 VC4_PERFCNT_TLB_QUADS_NOT_PASSING_STENCIL,
384 VC4_PERFCNT_TLB_QUADS_NOT_PASSING_Z_AND_STENCIL,
385 VC4_PERFCNT_TLB_QUADS_PASSING_Z_AND_STENCIL,
386 VC4_PERFCNT_TLB_QUADS_ZERO_COVERAGE,
387 VC4_PERFCNT_TLB_QUADS_NON_ZERO_COVERAGE,
388 VC4_PERFCNT_TLB_QUADS_WRITTEN_TO_COLOR_BUF,
389 VC4_PERFCNT_PLB_PRIMS_OUTSIDE_VIEWPORT,
390 VC4_PERFCNT_PLB_PRIMS_NEED_CLIPPING,
391 VC4_PERFCNT_PSE_PRIMS_REVERSED,
392 VC4_PERFCNT_QPU_TOTAL_IDLE_CYCLES,
393 VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_VERTEX_COORD_SHADING,
394 VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_FRAGMENT_SHADING,
395 VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_EXEC_VALID_INST,
396 VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_TMUS,
397 VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_SCOREBOARD,
398 VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_VARYINGS,
399 VC4_PERFCNT_QPU_TOTAL_INST_CACHE_HIT,
400 VC4_PERFCNT_QPU_TOTAL_INST_CACHE_MISS,
401 VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_HIT,
402 VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_MISS,
403 VC4_PERFCNT_TMU_TOTAL_TEXT_QUADS_PROCESSED,
404 VC4_PERFCNT_TMU_TOTAL_TEXT_CACHE_MISS,
405 VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VDW_STALLED,
406 VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VCD_STALLED,
407 VC4_PERFCNT_L2C_TOTAL_L2_CACHE_HIT,
408 VC4_PERFCNT_L2C_TOTAL_L2_CACHE_MISS,
409 VC4_PERFCNT_NUM_EVENTS,
412 #define DRM_VC4_MAX_PERF_COUNTERS 16
414 struct drm_vc4_perfmon_create {
417 __u8 events[DRM_VC4_MAX_PERF_COUNTERS];
420 struct drm_vc4_perfmon_destroy {
425 * Returns the values of the performance counters tracked by this
426 * perfmon (as an array of ncounters u64 values).
428 * No implicit synchronization is performed, so the user has to
429 * guarantee that any jobs using this perfmon have already been
430 * completed (probably by blocking on the seqno returned by the
431 * last exec that used the perfmon).
433 struct drm_vc4_perfmon_get_values {
438 #if defined(__cplusplus)
442 #endif /* _UAPI_VC4_DRM_H_ */