Android: fix build break from nir/glsl move to compiler/
[mesa.git] / src / gallium / drivers / vc4 / vc4_drm.h
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 #define DRM_VC4_SUBMIT_CL 0x00
30 #define DRM_VC4_WAIT_SEQNO 0x01
31 #define DRM_VC4_WAIT_BO 0x02
32 #define DRM_VC4_CREATE_BO 0x03
33 #define DRM_VC4_MMAP_BO 0x04
34 #define DRM_VC4_CREATE_SHADER_BO 0x05
35 #define DRM_VC4_GET_HANG_STATE 0x06
36
37 #define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
38 #define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
39 #define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
40 #define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
41 #define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
42 #define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
43 #define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
44
45 struct drm_vc4_submit_rcl_surface {
46 uint32_t hindex; /* Handle index, or ~0 if not present. */
47 uint32_t offset; /* Offset to start of buffer. */
48 /*
49 * Bits for either render config (color_write) or load/store packet.
50 * Bits should all be 0 for MSAA load/stores.
51 */
52 uint16_t bits;
53
54 #define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0)
55 uint16_t flags;
56 };
57
58 /**
59 * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
60 * engine.
61 *
62 * Drivers typically use GPU BOs to store batchbuffers / command lists and
63 * their associated state. However, because the VC4 lacks an MMU, we have to
64 * do validation of memory accesses by the GPU commands. If we were to store
65 * our commands in BOs, we'd need to do uncached readback from them to do the
66 * validation process, which is too expensive. Instead, userspace accumulates
67 * commands and associated state in plain memory, then the kernel copies the
68 * data to its own address space, and then validates and stores it in a GPU
69 * BO.
70 */
71 struct drm_vc4_submit_cl {
72 /* Pointer to the binner command list.
73 *
74 * This is the first set of commands executed, which runs the
75 * coordinate shader to determine where primitives land on the screen,
76 * then writes out the state updates and draw calls necessary per tile
77 * to the tile allocation BO.
78 */
79 uint64_t bin_cl;
80
81 /* Pointer to the shader records.
82 *
83 * Shader records are the structures read by the hardware that contain
84 * pointers to uniforms, shaders, and vertex attributes. The
85 * reference to the shader record has enough information to determine
86 * how many pointers are necessary (fixed number for shaders/uniforms,
87 * and an attribute count), so those BO indices into bo_handles are
88 * just stored as uint32_ts before each shader record passed in.
89 */
90 uint64_t shader_rec;
91
92 /* Pointer to uniform data and texture handles for the textures
93 * referenced by the shader.
94 *
95 * For each shader state record, there is a set of uniform data in the
96 * order referenced by the record (FS, VS, then CS). Each set of
97 * uniform data has a uint32_t index into bo_handles per texture
98 * sample operation, in the order the QPU_W_TMUn_S writes appear in
99 * the program. Following the texture BO handle indices is the actual
100 * uniform data.
101 *
102 * The individual uniform state blocks don't have sizes passed in,
103 * because the kernel has to determine the sizes anyway during shader
104 * code validation.
105 */
106 uint64_t uniforms;
107 uint64_t bo_handles;
108
109 /* Size in bytes of the binner command list. */
110 uint32_t bin_cl_size;
111 /* Size in bytes of the set of shader records. */
112 uint32_t shader_rec_size;
113 /* Number of shader records.
114 *
115 * This could just be computed from the contents of shader_records and
116 * the address bits of references to them from the bin CL, but it
117 * keeps the kernel from having to resize some allocations it makes.
118 */
119 uint32_t shader_rec_count;
120 /* Size in bytes of the uniform state. */
121 uint32_t uniforms_size;
122
123 /* Number of BO handles passed in (size is that times 4). */
124 uint32_t bo_handle_count;
125
126 /* RCL setup: */
127 uint16_t width;
128 uint16_t height;
129 uint8_t min_x_tile;
130 uint8_t min_y_tile;
131 uint8_t max_x_tile;
132 uint8_t max_y_tile;
133 struct drm_vc4_submit_rcl_surface color_read;
134 struct drm_vc4_submit_rcl_surface color_write;
135 struct drm_vc4_submit_rcl_surface zs_read;
136 struct drm_vc4_submit_rcl_surface zs_write;
137 struct drm_vc4_submit_rcl_surface msaa_color_write;
138 struct drm_vc4_submit_rcl_surface msaa_zs_write;
139 uint32_t clear_color[2];
140 uint32_t clear_z;
141 uint8_t clear_s;
142
143 uint32_t pad:24;
144
145 #define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0)
146 uint32_t flags;
147
148 /* Returned value of the seqno of this render job (for the
149 * wait ioctl).
150 */
151 uint64_t seqno;
152 };
153
154 /**
155 * struct drm_vc4_wait_seqno - ioctl argument for waiting for
156 * DRM_VC4_SUBMIT_CL completion using its returned seqno.
157 *
158 * timeout_ns is the timeout in nanoseconds, where "0" means "don't
159 * block, just return the status."
160 */
161 struct drm_vc4_wait_seqno {
162 uint64_t seqno;
163 uint64_t timeout_ns;
164 };
165
166 /**
167 * struct drm_vc4_wait_bo - ioctl argument for waiting for
168 * completion of the last DRM_VC4_SUBMIT_CL on a BO.
169 *
170 * This is useful for cases where multiple processes might be
171 * rendering to a BO and you want to wait for all rendering to be
172 * completed.
173 */
174 struct drm_vc4_wait_bo {
175 uint32_t handle;
176 uint32_t pad;
177 uint64_t timeout_ns;
178 };
179
180 /**
181 * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
182 *
183 * There are currently no values for the flags argument, but it may be
184 * used in a future extension.
185 */
186 struct drm_vc4_create_bo {
187 uint32_t size;
188 uint32_t flags;
189 /** Returned GEM handle for the BO. */
190 uint32_t handle;
191 uint32_t pad;
192 };
193
194 /**
195 * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
196 * shader BOs.
197 *
198 * Since allowing a shader to be overwritten while it's also being
199 * executed from would allow privlege escalation, shaders must be
200 * created using this ioctl, and they can't be mmapped later.
201 */
202 struct drm_vc4_create_shader_bo {
203 /* Size of the data argument. */
204 uint32_t size;
205 /* Flags, currently must be 0. */
206 uint32_t flags;
207
208 /* Pointer to the data. */
209 uint64_t data;
210
211 /** Returned GEM handle for the BO. */
212 uint32_t handle;
213 /* Pad, must be 0. */
214 uint32_t pad;
215 };
216
217 /**
218 * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
219 *
220 * This doesn't actually perform an mmap. Instead, it returns the
221 * offset you need to use in an mmap on the DRM device node. This
222 * means that tools like valgrind end up knowing about the mapped
223 * memory.
224 *
225 * There are currently no values for the flags argument, but it may be
226 * used in a future extension.
227 */
228 struct drm_vc4_mmap_bo {
229 /** Handle for the object being mapped. */
230 uint32_t handle;
231 uint32_t flags;
232 /** offset into the drm node to use for subsequent mmap call. */
233 uint64_t offset;
234 };
235
236 struct drm_vc4_get_hang_state_bo {
237 uint32_t handle;
238 uint32_t paddr;
239 uint32_t size;
240 uint32_t pad;
241 };
242
243 /**
244 * struct drm_vc4_hang_state - ioctl argument for collecting state
245 * from a GPU hang for analysis.
246 */
247 struct drm_vc4_get_hang_state {
248 /** Pointer to array of struct drm_vc4_get_hang_state_bo. */
249 uint64_t bo;
250 /**
251 * On input, the size of the bo array. Output is the number
252 * of bos to be returned.
253 */
254 uint32_t bo_count;
255
256 uint32_t start_bin, start_render;
257
258 uint32_t ct0ca, ct0ea;
259 uint32_t ct1ca, ct1ea;
260 uint32_t ct0cs, ct1cs;
261 uint32_t ct0ra0, ct1ra0;
262
263 uint32_t bpca, bpcs;
264 uint32_t bpoa, bpos;
265
266 uint32_t vpmbase;
267
268 uint32_t dbge;
269 uint32_t fdbgo;
270 uint32_t fdbgb;
271 uint32_t fdbgr;
272 uint32_t fdbgs;
273 uint32_t errstat;
274
275 /* Pad that we may save more registers into in the future. */
276 uint32_t pad[16];
277 };
278
279 #endif /* _UAPI_VC4_DRM_H_ */