freedreno/a4xx: format updates
[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
36 #define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
37 #define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
38 #define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
39 #define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
40 #define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
41 #define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
42
43 struct drm_vc4_submit_rcl_surface {
44 uint32_t hindex; /* Handle index, or ~0 if not present. */
45 uint32_t offset; /* Offset to start of buffer. */
46 /*
47 * Bits for either render config (color_ms_write) or load/store packet.
48 */
49 uint16_t bits;
50 uint16_t pad;
51 };
52
53 /**
54 * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
55 * engine.
56 *
57 * Drivers typically use GPU BOs to store batchbuffers / command lists and
58 * their associated state. However, because the VC4 lacks an MMU, we have to
59 * do validation of memory accesses by the GPU commands. If we were to store
60 * our commands in BOs, we'd need to do uncached readback from them to do the
61 * validation process, which is too expensive. Instead, userspace accumulates
62 * commands and associated state in plain memory, then the kernel copies the
63 * data to its own address space, and then validates and stores it in a GPU
64 * BO.
65 */
66 struct drm_vc4_submit_cl {
67 /* Pointer to the binner command list.
68 *
69 * This is the first set of commands executed, which runs the
70 * coordinate shader to determine where primitives land on the screen,
71 * then writes out the state updates and draw calls necessary per tile
72 * to the tile allocation BO.
73 */
74 uint64_t bin_cl;
75
76 /* Pointer to the shader records.
77 *
78 * Shader records are the structures read by the hardware that contain
79 * pointers to uniforms, shaders, and vertex attributes. The
80 * reference to the shader record has enough information to determine
81 * how many pointers are necessary (fixed number for shaders/uniforms,
82 * and an attribute count), so those BO indices into bo_handles are
83 * just stored as uint32_ts before each shader record passed in.
84 */
85 uint64_t shader_rec;
86
87 /* Pointer to uniform data and texture handles for the textures
88 * referenced by the shader.
89 *
90 * For each shader state record, there is a set of uniform data in the
91 * order referenced by the record (FS, VS, then CS). Each set of
92 * uniform data has a uint32_t index into bo_handles per texture
93 * sample operation, in the order the QPU_W_TMUn_S writes appear in
94 * the program. Following the texture BO handle indices is the actual
95 * uniform data.
96 *
97 * The individual uniform state blocks don't have sizes passed in,
98 * because the kernel has to determine the sizes anyway during shader
99 * code validation.
100 */
101 uint64_t uniforms;
102 uint64_t bo_handles;
103
104 /* Size in bytes of the binner command list. */
105 uint32_t bin_cl_size;
106 /* Size in bytes of the set of shader records. */
107 uint32_t shader_rec_size;
108 /* Number of shader records.
109 *
110 * This could just be computed from the contents of shader_records and
111 * the address bits of references to them from the bin CL, but it
112 * keeps the kernel from having to resize some allocations it makes.
113 */
114 uint32_t shader_rec_count;
115 /* Size in bytes of the uniform state. */
116 uint32_t uniforms_size;
117
118 /* Number of BO handles passed in (size is that times 4). */
119 uint32_t bo_handle_count;
120
121 /* RCL setup: */
122 uint16_t width;
123 uint16_t height;
124 uint8_t min_x_tile;
125 uint8_t min_y_tile;
126 uint8_t max_x_tile;
127 uint8_t max_y_tile;
128 struct drm_vc4_submit_rcl_surface color_read;
129 struct drm_vc4_submit_rcl_surface color_ms_write;
130 struct drm_vc4_submit_rcl_surface zs_read;
131 struct drm_vc4_submit_rcl_surface zs_write;
132 uint32_t clear_color[2];
133 uint32_t clear_z;
134 uint8_t clear_s;
135
136 uint32_t pad:24;
137
138 #define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0)
139 uint32_t flags;
140
141 /* Returned value of the seqno of this render job (for the
142 * wait ioctl).
143 */
144 uint64_t seqno;
145 };
146
147 /**
148 * struct drm_vc4_wait_seqno - ioctl argument for waiting for
149 * DRM_VC4_SUBMIT_CL completion using its returned seqno.
150 *
151 * timeout_ns is the timeout in nanoseconds, where "0" means "don't
152 * block, just return the status."
153 */
154 struct drm_vc4_wait_seqno {
155 uint64_t seqno;
156 uint64_t timeout_ns;
157 };
158
159 /**
160 * struct drm_vc4_wait_bo - ioctl argument for waiting for
161 * completion of the last DRM_VC4_SUBMIT_CL on a BO.
162 *
163 * This is useful for cases where multiple processes might be
164 * rendering to a BO and you want to wait for all rendering to be
165 * completed.
166 */
167 struct drm_vc4_wait_bo {
168 uint32_t handle;
169 uint32_t pad;
170 uint64_t timeout_ns;
171 };
172
173 /**
174 * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
175 *
176 * There are currently no values for the flags argument, but it may be
177 * used in a future extension.
178 */
179 struct drm_vc4_create_bo {
180 uint32_t size;
181 uint32_t flags;
182 /** Returned GEM handle for the BO. */
183 uint32_t handle;
184 uint32_t pad;
185 };
186
187 /**
188 * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
189 * shader BOs.
190 *
191 * Since allowing a shader to be overwritten while it's also being
192 * executed from would allow privlege escalation, shaders must be
193 * created using this ioctl, and they can't be mmapped later.
194 */
195 struct drm_vc4_create_shader_bo {
196 /* Size of the data argument. */
197 uint32_t size;
198 /* Flags, currently must be 0. */
199 uint32_t flags;
200
201 /* Pointer to the data. */
202 uint64_t data;
203
204 /** Returned GEM handle for the BO. */
205 uint32_t handle;
206 /* Pad, must be 0. */
207 uint32_t pad;
208 };
209
210 /**
211 * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
212 *
213 * This doesn't actually perform an mmap. Instead, it returns the
214 * offset you need to use in an mmap on the DRM device node. This
215 * means that tools like valgrind end up knowing about the mapped
216 * memory.
217 *
218 * There are currently no values for the flags argument, but it may be
219 * used in a future extension.
220 */
221 struct drm_vc4_mmap_bo {
222 /** Handle for the object being mapped. */
223 uint32_t handle;
224 uint32_t flags;
225 /** offset into the drm node to use for subsequent mmap call. */
226 uint64_t offset;
227 };
228
229 #endif /* _UAPI_VC4_DRM_H_ */