Merge remote-tracking branch 'mesa-public/master' into vulkan
[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
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)
40
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. */
44 /*
45 * Bits for either render config (color_ms_write) or load/store packet.
46 */
47 uint16_t bits;
48 uint16_t pad;
49 };
50
51 /**
52 * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
53 * engine.
54 *
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
62 * BO.
63 */
64 struct drm_vc4_submit_cl {
65 /* Pointer to the binner command list.
66 *
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.
71 */
72 uint64_t bin_cl;
73
74 /* Pointer to the shader records.
75 *
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.
82 */
83 uint64_t shader_rec;
84
85 /* Pointer to uniform data and texture handles for the textures
86 * referenced by the shader.
87 *
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
93 * uniform data.
94 *
95 * The individual uniform state blocks don't have sizes passed in,
96 * because the kernel has to determine the sizes anyway during shader
97 * code validation.
98 */
99 uint64_t uniforms;
100 uint64_t bo_handles;
101
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.
107 *
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.
111 */
112 uint32_t shader_rec_count;
113 /* Size in bytes of the uniform state. */
114 uint32_t uniforms_size;
115
116 /* Number of BO handles passed in (size is that times 4). */
117 uint32_t bo_handle_count;
118
119 /* RCL setup: */
120 uint16_t width;
121 uint16_t height;
122 uint8_t min_x_tile;
123 uint8_t min_y_tile;
124 uint8_t max_x_tile;
125 uint8_t max_y_tile;
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];
131 uint32_t clear_z;
132 uint8_t clear_s;
133
134 uint32_t pad:24;
135
136 #define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0)
137 uint32_t flags;
138
139 /* Returned value of the seqno of this render job (for the
140 * wait ioctl).
141 */
142 uint64_t seqno;
143 };
144
145 /**
146 * struct drm_vc4_wait_seqno - ioctl argument for waiting for
147 * DRM_VC4_SUBMIT_CL completion using its returned seqno.
148 *
149 * timeout_ns is the timeout in nanoseconds, where "0" means "don't
150 * block, just return the status."
151 */
152 struct drm_vc4_wait_seqno {
153 uint64_t seqno;
154 uint64_t timeout_ns;
155 };
156
157 /**
158 * struct drm_vc4_wait_bo - ioctl argument for waiting for
159 * completion of the last DRM_VC4_SUBMIT_CL on a BO.
160 *
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
163 * completed.
164 */
165 struct drm_vc4_wait_bo {
166 uint32_t handle;
167 uint32_t pad;
168 uint64_t timeout_ns;
169 };
170
171 /**
172 * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
173 *
174 * There are currently no values for the flags argument, but it may be
175 * used in a future extension.
176 */
177 struct drm_vc4_create_bo {
178 uint32_t size;
179 uint32_t flags;
180 /** Returned GEM handle for the BO. */
181 uint32_t handle;
182 uint32_t pad;
183 };
184
185 /**
186 * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
187 *
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
191 * memory.
192 *
193 * There are currently no values for the flags argument, but it may be
194 * used in a future extension.
195 */
196 struct drm_vc4_mmap_bo {
197 /** Handle for the object being mapped. */
198 uint32_t handle;
199 uint32_t flags;
200 /** offset into the drm node to use for subsequent mmap call. */
201 uint64_t offset;
202 };
203
204 #endif /* _UAPI_VC4_DRM_H_ */