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24 #ifndef _UAPI_VC4_DRM_H_
25 #define _UAPI_VC4_DRM_H_
29 #define DRM_VC4_SUBMIT_CL 0x00
30 #define DRM_VC4_WAIT_SEQNO 0x01
31 #define DRM_VC4_WAIT_BO 0x02
33 #define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
34 #define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
35 #define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
39 * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
42 * Drivers typically use GPU BOs to store batchbuffers / command lists and
43 * their associated state. However, because the VC4 lacks an MMU, we have to
44 * do validation of memory accesses by the GPU commands. If we were to store
45 * our commands in BOs, we'd need to do uncached readback from them to do the
46 * validation process, which is too expensive. Instead, userspace accumulates
47 * commands and associated state in plain memory, then the kernel copies the
48 * data to its own address space, and then validates and stores it in a GPU
51 struct drm_vc4_submit_cl
{
52 /* Pointer to the binner command list.
54 * This is the first set of commands executed, which runs the
55 * coordinate shader to determine where primitives land on the screen,
56 * then writes out the state updates and draw calls necessary per tile
57 * to the tile allocation BO.
61 /* Pointer to the render command list.
63 * The render command list contains a set of packets to load the
64 * current tile's state (reading from memory, or just clearing it)
65 * into the GPU, then call into the tile allocation BO to run the
66 * stored rendering for that tile, then store the tile's state back to
69 void __user
*render_cl
;
71 /* Pointer to the shader records.
73 * Shader records are the structures read by the hardware that contain
74 * pointers to uniforms, shaders, and vertex attributes. The
75 * reference to the shader record has enough information to determine
76 * how many pointers are necessary (fixed number for shaders/uniforms,
77 * and an attribute count), so those BO indices into bo_handles are
78 * just stored as uint32_ts before each shader record passed in.
80 void __user
*shader_rec
;
82 /* Pointer to uniform data and texture handles for the textures
83 * referenced by the shader.
85 * For each shader state record, there is a set of uniform data in the
86 * order referenced by the record (FS, VS, then CS). Each set of
87 * uniform data has a uint32_t index into bo_handles per texture
88 * sample operation, in the order the QPU_W_TMUn_S writes appear in
89 * the program. Following the texture BO handle indices is the actual
92 * The individual uniform state blocks don't have sizes passed in,
93 * because the kernel has to determine the sizes anyway during shader
96 void __user
*uniforms
;
97 void __user
*bo_handles
;
99 /* Size in bytes of the binner command list. */
100 uint32_t bin_cl_size
;
101 /* Size in bytes of the render command list */
102 uint32_t render_cl_size
;
103 /* Size in bytes of the set of shader records. */
104 uint32_t shader_rec_size
;
105 /* Number of shader records.
107 * This could just be computed from the contents of shader_records and
108 * the address bits of references to them from the bin CL, but it
109 * keeps the kernel from having to resize some allocations it makes.
111 uint32_t shader_rec_count
;
112 /* Size in bytes of the uniform state. */
113 uint32_t uniforms_size
;
115 /* Number of BO handles passed in (size is that times 4). */
116 uint32_t bo_handle_count
;
120 /* Returned value of the seqno of this render job (for the
127 * struct drm_vc4_wait_seqno - ioctl argument for waiting for
128 * DRM_VC4_SUBMIT_CL completion using its returned seqno.
130 * timeout_ns is the timeout in nanoseconds, where "0" means "don't
131 * block, just return the status."
133 struct drm_vc4_wait_seqno
{
139 * struct drm_vc4_wait_bo - ioctl argument for waiting for
140 * completion of the last DRM_VC4_SUBMIT_CL on a BO.
142 * This is useful for cases where multiple processes might be
143 * rendering to a BO and you want to wait for all rendering to be
146 struct drm_vc4_wait_bo
{
152 #endif /* _UAPI_VC4_DRM_H_ */