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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
34 #define DRM_VC4_CREATE_SHADER_BO 0x05
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)
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. */
47 * Bits for either render config (color_write) or load/store packet.
48 * Bits should all be 0 for MSAA load/stores.
52 #define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0)
57 * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
60 * Drivers typically use GPU BOs to store batchbuffers / command lists and
61 * their associated state. However, because the VC4 lacks an MMU, we have to
62 * do validation of memory accesses by the GPU commands. If we were to store
63 * our commands in BOs, we'd need to do uncached readback from them to do the
64 * validation process, which is too expensive. Instead, userspace accumulates
65 * commands and associated state in plain memory, then the kernel copies the
66 * data to its own address space, and then validates and stores it in a GPU
69 struct drm_vc4_submit_cl
{
70 /* Pointer to the binner command list.
72 * This is the first set of commands executed, which runs the
73 * coordinate shader to determine where primitives land on the screen,
74 * then writes out the state updates and draw calls necessary per tile
75 * to the tile allocation BO.
79 /* Pointer to the shader records.
81 * Shader records are the structures read by the hardware that contain
82 * pointers to uniforms, shaders, and vertex attributes. The
83 * reference to the shader record has enough information to determine
84 * how many pointers are necessary (fixed number for shaders/uniforms,
85 * and an attribute count), so those BO indices into bo_handles are
86 * just stored as uint32_ts before each shader record passed in.
90 /* Pointer to uniform data and texture handles for the textures
91 * referenced by the shader.
93 * For each shader state record, there is a set of uniform data in the
94 * order referenced by the record (FS, VS, then CS). Each set of
95 * uniform data has a uint32_t index into bo_handles per texture
96 * sample operation, in the order the QPU_W_TMUn_S writes appear in
97 * the program. Following the texture BO handle indices is the actual
100 * The individual uniform state blocks don't have sizes passed in,
101 * because the kernel has to determine the sizes anyway during shader
107 /* Size in bytes of the binner command list. */
108 uint32_t bin_cl_size
;
109 /* Size in bytes of the set of shader records. */
110 uint32_t shader_rec_size
;
111 /* Number of shader records.
113 * This could just be computed from the contents of shader_records and
114 * the address bits of references to them from the bin CL, but it
115 * keeps the kernel from having to resize some allocations it makes.
117 uint32_t shader_rec_count
;
118 /* Size in bytes of the uniform state. */
119 uint32_t uniforms_size
;
121 /* Number of BO handles passed in (size is that times 4). */
122 uint32_t bo_handle_count
;
131 struct drm_vc4_submit_rcl_surface color_read
;
132 struct drm_vc4_submit_rcl_surface color_write
;
133 struct drm_vc4_submit_rcl_surface zs_read
;
134 struct drm_vc4_submit_rcl_surface zs_write
;
135 struct drm_vc4_submit_rcl_surface msaa_color_write
;
136 struct drm_vc4_submit_rcl_surface msaa_zs_write
;
137 uint32_t clear_color
[2];
143 #define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0)
146 /* Returned value of the seqno of this render job (for the
153 * struct drm_vc4_wait_seqno - ioctl argument for waiting for
154 * DRM_VC4_SUBMIT_CL completion using its returned seqno.
156 * timeout_ns is the timeout in nanoseconds, where "0" means "don't
157 * block, just return the status."
159 struct drm_vc4_wait_seqno
{
165 * struct drm_vc4_wait_bo - ioctl argument for waiting for
166 * completion of the last DRM_VC4_SUBMIT_CL on a BO.
168 * This is useful for cases where multiple processes might be
169 * rendering to a BO and you want to wait for all rendering to be
172 struct drm_vc4_wait_bo
{
179 * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
181 * There are currently no values for the flags argument, but it may be
182 * used in a future extension.
184 struct drm_vc4_create_bo
{
187 /** Returned GEM handle for the BO. */
193 * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
196 * Since allowing a shader to be overwritten while it's also being
197 * executed from would allow privlege escalation, shaders must be
198 * created using this ioctl, and they can't be mmapped later.
200 struct drm_vc4_create_shader_bo
{
201 /* Size of the data argument. */
203 /* Flags, currently must be 0. */
206 /* Pointer to the data. */
209 /** Returned GEM handle for the BO. */
211 /* Pad, must be 0. */
216 * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
218 * This doesn't actually perform an mmap. Instead, it returns the
219 * offset you need to use in an mmap on the DRM device node. This
220 * means that tools like valgrind end up knowing about the mapped
223 * There are currently no values for the flags argument, but it may be
224 * used in a future extension.
226 struct drm_vc4_mmap_bo
{
227 /** Handle for the object being mapped. */
230 /** offset into the drm node to use for subsequent mmap call. */
234 #endif /* _UAPI_VC4_DRM_H_ */