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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
32 #define DRM_VC4_CREATE_BO 0x03
33 #define DRM_VC4_MMAP_BO 0x04
35 #define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
36 #define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
37 #define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
38 #define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
39 #define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
41 struct drm_vc4_submit_rcl_surface
{
42 uint32_t hindex
; /* Handle index, or ~0 if not present. */
43 uint32_t offset
; /* Offset to start of buffer. */
45 * Bits for either render config (color_ms_write) or load/store packet.
52 * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
55 * Drivers typically use GPU BOs to store batchbuffers / command lists and
56 * their associated state. However, because the VC4 lacks an MMU, we have to
57 * do validation of memory accesses by the GPU commands. If we were to store
58 * our commands in BOs, we'd need to do uncached readback from them to do the
59 * validation process, which is too expensive. Instead, userspace accumulates
60 * commands and associated state in plain memory, then the kernel copies the
61 * data to its own address space, and then validates and stores it in a GPU
64 struct drm_vc4_submit_cl
{
65 /* Pointer to the binner command list.
67 * This is the first set of commands executed, which runs the
68 * coordinate shader to determine where primitives land on the screen,
69 * then writes out the state updates and draw calls necessary per tile
70 * to the tile allocation BO.
74 /* Pointer to the shader records.
76 * Shader records are the structures read by the hardware that contain
77 * pointers to uniforms, shaders, and vertex attributes. The
78 * reference to the shader record has enough information to determine
79 * how many pointers are necessary (fixed number for shaders/uniforms,
80 * and an attribute count), so those BO indices into bo_handles are
81 * just stored as uint32_ts before each shader record passed in.
85 /* Pointer to uniform data and texture handles for the textures
86 * referenced by the shader.
88 * For each shader state record, there is a set of uniform data in the
89 * order referenced by the record (FS, VS, then CS). Each set of
90 * uniform data has a uint32_t index into bo_handles per texture
91 * sample operation, in the order the QPU_W_TMUn_S writes appear in
92 * the program. Following the texture BO handle indices is the actual
95 * The individual uniform state blocks don't have sizes passed in,
96 * because the kernel has to determine the sizes anyway during shader
102 /* Size in bytes of the binner command list. */
103 uint32_t bin_cl_size
;
104 /* Size in bytes of the set of shader records. */
105 uint32_t shader_rec_size
;
106 /* Number of shader records.
108 * This could just be computed from the contents of shader_records and
109 * the address bits of references to them from the bin CL, but it
110 * keeps the kernel from having to resize some allocations it makes.
112 uint32_t shader_rec_count
;
113 /* Size in bytes of the uniform state. */
114 uint32_t uniforms_size
;
116 /* Number of BO handles passed in (size is that times 4). */
117 uint32_t bo_handle_count
;
126 struct drm_vc4_submit_rcl_surface color_read
;
127 struct drm_vc4_submit_rcl_surface color_ms_write
;
128 struct drm_vc4_submit_rcl_surface zs_read
;
129 struct drm_vc4_submit_rcl_surface zs_write
;
130 uint32_t clear_color
[2];
136 #define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0)
139 /* Returned value of the seqno of this render job (for the
146 * struct drm_vc4_wait_seqno - ioctl argument for waiting for
147 * DRM_VC4_SUBMIT_CL completion using its returned seqno.
149 * timeout_ns is the timeout in nanoseconds, where "0" means "don't
150 * block, just return the status."
152 struct drm_vc4_wait_seqno
{
158 * struct drm_vc4_wait_bo - ioctl argument for waiting for
159 * completion of the last DRM_VC4_SUBMIT_CL on a BO.
161 * This is useful for cases where multiple processes might be
162 * rendering to a BO and you want to wait for all rendering to be
165 struct drm_vc4_wait_bo
{
172 * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
174 * There are currently no values for the flags argument, but it may be
175 * used in a future extension.
177 struct drm_vc4_create_bo
{
180 /** Returned GEM handle for the BO. */
186 * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
188 * This doesn't actually perform an mmap. Instead, it returns the
189 * offset you need to use in an mmap on the DRM device node. This
190 * means that tools like valgrind end up knowing about the mapped
193 * There are currently no values for the flags argument, but it may be
194 * used in a future extension.
196 struct drm_vc4_mmap_bo
{
197 /** Handle for the object being mapped. */
200 /** offset into the drm node to use for subsequent mmap call. */
204 #endif /* _UAPI_VC4_DRM_H_ */