#define DRM_VC4_CREATE_BO 0x03
#define DRM_VC4_MMAP_BO 0x04
#define DRM_VC4_CREATE_SHADER_BO 0x05
+#define DRM_VC4_GET_HANG_STATE 0x06
#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
#define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
#define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
+#define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
struct drm_vc4_submit_rcl_surface {
uint32_t hindex; /* Handle index, or ~0 if not present. */
uint64_t offset;
};
+struct drm_vc4_get_hang_state_bo {
+ uint32_t handle;
+ uint32_t paddr;
+ uint32_t size;
+ uint32_t pad;
+};
+
+/**
+ * struct drm_vc4_hang_state - ioctl argument for collecting state
+ * from a GPU hang for analysis.
+*/
+struct drm_vc4_get_hang_state {
+ /** Pointer to array of struct drm_vc4_get_hang_state_bo. */
+ uint64_t bo;
+ /**
+ * On input, the size of the bo array. Output is the number
+ * of bos to be returned.
+ */
+ uint32_t bo_count;
+
+ uint32_t start_bin, start_render;
+
+ uint32_t ct0ca, ct0ea;
+ uint32_t ct1ca, ct1ea;
+ uint32_t ct0cs, ct1cs;
+ uint32_t ct0ra0, ct1ra0;
+
+ uint32_t bpca, bpcs;
+ uint32_t bpoa, bpos;
+
+ uint32_t vpmbase;
+
+ uint32_t dbge;
+ uint32_t fdbgo;
+ uint32_t fdbgb;
+ uint32_t fdbgr;
+ uint32_t fdbgs;
+ uint32_t errstat;
+
+ /* Pad that we may save more registers into in the future. */
+ uint32_t pad[16];
+};
+
#endif /* _UAPI_VC4_DRM_H_ */