xref: /netbsd-src/sys/external/bsd/drm2/dist/include/uapi/drm/vc4_drm.h (revision 41ec02673d281bbb3d38e6c78504ce6e30c228c1)
1 /*	$NetBSD: vc4_drm.h,v 1.2 2021/12/18 23:45:46 riastradh Exp $	*/
2 
3 /*
4  * Copyright © 2014-2015 Broadcom
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice (including the next
14  * paragraph) shall be included in all copies or substantial portions of the
15  * Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
22  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
23  * IN THE SOFTWARE.
24  */
25 
26 #ifndef _UAPI_VC4_DRM_H_
27 #define _UAPI_VC4_DRM_H_
28 
29 #include "drm.h"
30 
31 #if defined(__cplusplus)
32 extern "C" {
33 #endif
34 
35 #define DRM_VC4_SUBMIT_CL                         0x00
36 #define DRM_VC4_WAIT_SEQNO                        0x01
37 #define DRM_VC4_WAIT_BO                           0x02
38 #define DRM_VC4_CREATE_BO                         0x03
39 #define DRM_VC4_MMAP_BO                           0x04
40 #define DRM_VC4_CREATE_SHADER_BO                  0x05
41 #define DRM_VC4_GET_HANG_STATE                    0x06
42 #define DRM_VC4_GET_PARAM                         0x07
43 #define DRM_VC4_SET_TILING                        0x08
44 #define DRM_VC4_GET_TILING                        0x09
45 #define DRM_VC4_LABEL_BO                          0x0a
46 #define DRM_VC4_GEM_MADVISE                       0x0b
47 #define DRM_VC4_PERFMON_CREATE                    0x0c
48 #define DRM_VC4_PERFMON_DESTROY                   0x0d
49 #define DRM_VC4_PERFMON_GET_VALUES                0x0e
50 
51 #define DRM_IOCTL_VC4_SUBMIT_CL           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
52 #define DRM_IOCTL_VC4_WAIT_SEQNO          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
53 #define DRM_IOCTL_VC4_WAIT_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
54 #define DRM_IOCTL_VC4_CREATE_BO           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
55 #define DRM_IOCTL_VC4_MMAP_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
56 #define DRM_IOCTL_VC4_CREATE_SHADER_BO    DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
57 #define DRM_IOCTL_VC4_GET_HANG_STATE      DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
58 #define DRM_IOCTL_VC4_GET_PARAM           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
59 #define DRM_IOCTL_VC4_SET_TILING          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SET_TILING, struct drm_vc4_set_tiling)
60 #define DRM_IOCTL_VC4_GET_TILING          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_TILING, struct drm_vc4_get_tiling)
61 #define DRM_IOCTL_VC4_LABEL_BO            DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_LABEL_BO, struct drm_vc4_label_bo)
62 #define DRM_IOCTL_VC4_GEM_MADVISE         DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GEM_MADVISE, struct drm_vc4_gem_madvise)
63 #define DRM_IOCTL_VC4_PERFMON_CREATE      DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_CREATE, struct drm_vc4_perfmon_create)
64 #define DRM_IOCTL_VC4_PERFMON_DESTROY     DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_DESTROY, struct drm_vc4_perfmon_destroy)
65 #define DRM_IOCTL_VC4_PERFMON_GET_VALUES  DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_GET_VALUES, struct drm_vc4_perfmon_get_values)
66 
67 struct drm_vc4_submit_rcl_surface {
68 	__u32 hindex; /* Handle index, or ~0 if not present. */
69 	__u32 offset; /* Offset to start of buffer. */
70 	/*
71 	 * Bits for either render config (color_write) or load/store packet.
72 	 * Bits should all be 0 for MSAA load/stores.
73 	 */
74 	__u16 bits;
75 
76 #define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES		(1 << 0)
77 	__u16 flags;
78 };
79 
80 /**
81  * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
82  * engine.
83  *
84  * Drivers typically use GPU BOs to store batchbuffers / command lists and
85  * their associated state.  However, because the VC4 lacks an MMU, we have to
86  * do validation of memory accesses by the GPU commands.  If we were to store
87  * our commands in BOs, we'd need to do uncached readback from them to do the
88  * validation process, which is too expensive.  Instead, userspace accumulates
89  * commands and associated state in plain memory, then the kernel copies the
90  * data to its own address space, and then validates and stores it in a GPU
91  * BO.
92  */
93 struct drm_vc4_submit_cl {
94 	/* Pointer to the binner command list.
95 	 *
96 	 * This is the first set of commands executed, which runs the
97 	 * coordinate shader to determine where primitives land on the screen,
98 	 * then writes out the state updates and draw calls necessary per tile
99 	 * to the tile allocation BO.
100 	 */
101 	__u64 bin_cl;
102 
103 	/* Pointer to the shader records.
104 	 *
105 	 * Shader records are the structures read by the hardware that contain
106 	 * pointers to uniforms, shaders, and vertex attributes.  The
107 	 * reference to the shader record has enough information to determine
108 	 * how many pointers are necessary (fixed number for shaders/uniforms,
109 	 * and an attribute count), so those BO indices into bo_handles are
110 	 * just stored as __u32s before each shader record passed in.
111 	 */
112 	__u64 shader_rec;
113 
114 	/* Pointer to uniform data and texture handles for the textures
115 	 * referenced by the shader.
116 	 *
117 	 * For each shader state record, there is a set of uniform data in the
118 	 * order referenced by the record (FS, VS, then CS).  Each set of
119 	 * uniform data has a __u32 index into bo_handles per texture
120 	 * sample operation, in the order the QPU_W_TMUn_S writes appear in
121 	 * the program.  Following the texture BO handle indices is the actual
122 	 * uniform data.
123 	 *
124 	 * The individual uniform state blocks don't have sizes passed in,
125 	 * because the kernel has to determine the sizes anyway during shader
126 	 * code validation.
127 	 */
128 	__u64 uniforms;
129 	__u64 bo_handles;
130 
131 	/* Size in bytes of the binner command list. */
132 	__u32 bin_cl_size;
133 	/* Size in bytes of the set of shader records. */
134 	__u32 shader_rec_size;
135 	/* Number of shader records.
136 	 *
137 	 * This could just be computed from the contents of shader_records and
138 	 * the address bits of references to them from the bin CL, but it
139 	 * keeps the kernel from having to resize some allocations it makes.
140 	 */
141 	__u32 shader_rec_count;
142 	/* Size in bytes of the uniform state. */
143 	__u32 uniforms_size;
144 
145 	/* Number of BO handles passed in (size is that times 4). */
146 	__u32 bo_handle_count;
147 
148 	/* RCL setup: */
149 	__u16 width;
150 	__u16 height;
151 	__u8 min_x_tile;
152 	__u8 min_y_tile;
153 	__u8 max_x_tile;
154 	__u8 max_y_tile;
155 	struct drm_vc4_submit_rcl_surface color_read;
156 	struct drm_vc4_submit_rcl_surface color_write;
157 	struct drm_vc4_submit_rcl_surface zs_read;
158 	struct drm_vc4_submit_rcl_surface zs_write;
159 	struct drm_vc4_submit_rcl_surface msaa_color_write;
160 	struct drm_vc4_submit_rcl_surface msaa_zs_write;
161 	__u32 clear_color[2];
162 	__u32 clear_z;
163 	__u8 clear_s;
164 
165 	__u32 pad:24;
166 
167 #define VC4_SUBMIT_CL_USE_CLEAR_COLOR			(1 << 0)
168 /* By default, the kernel gets to choose the order that the tiles are
169  * rendered in.  If this is set, then the tiles will be rendered in a
170  * raster order, with the right-to-left vs left-to-right and
171  * top-to-bottom vs bottom-to-top dictated by
172  * VC4_SUBMIT_CL_RCL_ORDER_INCREASING_*.  This allows overlapping
173  * blits to be implemented using the 3D engine.
174  */
175 #define VC4_SUBMIT_CL_FIXED_RCL_ORDER			(1 << 1)
176 #define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_X		(1 << 2)
177 #define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_Y		(1 << 3)
178 	__u32 flags;
179 
180 	/* Returned value of the seqno of this render job (for the
181 	 * wait ioctl).
182 	 */
183 	__u64 seqno;
184 
185 	/* ID of the perfmon to attach to this job. 0 means no perfmon. */
186 	__u32 perfmonid;
187 
188 	/* Syncobj handle to wait on. If set, processing of this render job
189 	 * will not start until the syncobj is signaled. 0 means ignore.
190 	 */
191 	__u32 in_sync;
192 
193 	/* Syncobj handle to export fence to. If set, the fence in the syncobj
194 	 * will be replaced with a fence that signals upon completion of this
195 	 * render job. 0 means ignore.
196 	 */
197 	__u32 out_sync;
198 
199 	__u32 pad2;
200 };
201 
202 /**
203  * struct drm_vc4_wait_seqno - ioctl argument for waiting for
204  * DRM_VC4_SUBMIT_CL completion using its returned seqno.
205  *
206  * timeout_ns is the timeout in nanoseconds, where "0" means "don't
207  * block, just return the status."
208  */
209 struct drm_vc4_wait_seqno {
210 	__u64 seqno;
211 	__u64 timeout_ns;
212 };
213 
214 /**
215  * struct drm_vc4_wait_bo - ioctl argument for waiting for
216  * completion of the last DRM_VC4_SUBMIT_CL on a BO.
217  *
218  * This is useful for cases where multiple processes might be
219  * rendering to a BO and you want to wait for all rendering to be
220  * completed.
221  */
222 struct drm_vc4_wait_bo {
223 	__u32 handle;
224 	__u32 pad;
225 	__u64 timeout_ns;
226 };
227 
228 /**
229  * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
230  *
231  * There are currently no values for the flags argument, but it may be
232  * used in a future extension.
233  */
234 struct drm_vc4_create_bo {
235 	__u32 size;
236 	__u32 flags;
237 	/** Returned GEM handle for the BO. */
238 	__u32 handle;
239 	__u32 pad;
240 };
241 
242 /**
243  * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
244  *
245  * This doesn't actually perform an mmap.  Instead, it returns the
246  * offset you need to use in an mmap on the DRM device node.  This
247  * means that tools like valgrind end up knowing about the mapped
248  * memory.
249  *
250  * There are currently no values for the flags argument, but it may be
251  * used in a future extension.
252  */
253 struct drm_vc4_mmap_bo {
254 	/** Handle for the object being mapped. */
255 	__u32 handle;
256 	__u32 flags;
257 	/** offset into the drm node to use for subsequent mmap call. */
258 	__u64 offset;
259 };
260 
261 /**
262  * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
263  * shader BOs.
264  *
265  * Since allowing a shader to be overwritten while it's also being
266  * executed from would allow privlege escalation, shaders must be
267  * created using this ioctl, and they can't be mmapped later.
268  */
269 struct drm_vc4_create_shader_bo {
270 	/* Size of the data argument. */
271 	__u32 size;
272 	/* Flags, currently must be 0. */
273 	__u32 flags;
274 
275 	/* Pointer to the data. */
276 	__u64 data;
277 
278 	/** Returned GEM handle for the BO. */
279 	__u32 handle;
280 	/* Pad, must be 0. */
281 	__u32 pad;
282 };
283 
284 struct drm_vc4_get_hang_state_bo {
285 	__u32 handle;
286 	__u32 paddr;
287 	__u32 size;
288 	__u32 pad;
289 };
290 
291 /**
292  * struct drm_vc4_hang_state - ioctl argument for collecting state
293  * from a GPU hang for analysis.
294 */
295 struct drm_vc4_get_hang_state {
296 	/** Pointer to array of struct drm_vc4_get_hang_state_bo. */
297 	__u64 bo;
298 	/**
299 	 * On input, the size of the bo array.  Output is the number
300 	 * of bos to be returned.
301 	 */
302 	__u32 bo_count;
303 
304 	__u32 start_bin, start_render;
305 
306 	__u32 ct0ca, ct0ea;
307 	__u32 ct1ca, ct1ea;
308 	__u32 ct0cs, ct1cs;
309 	__u32 ct0ra0, ct1ra0;
310 
311 	__u32 bpca, bpcs;
312 	__u32 bpoa, bpos;
313 
314 	__u32 vpmbase;
315 
316 	__u32 dbge;
317 	__u32 fdbgo;
318 	__u32 fdbgb;
319 	__u32 fdbgr;
320 	__u32 fdbgs;
321 	__u32 errstat;
322 
323 	/* Pad that we may save more registers into in the future. */
324 	__u32 pad[16];
325 };
326 
327 #define DRM_VC4_PARAM_V3D_IDENT0		0
328 #define DRM_VC4_PARAM_V3D_IDENT1		1
329 #define DRM_VC4_PARAM_V3D_IDENT2		2
330 #define DRM_VC4_PARAM_SUPPORTS_BRANCHES		3
331 #define DRM_VC4_PARAM_SUPPORTS_ETC1		4
332 #define DRM_VC4_PARAM_SUPPORTS_THREADED_FS	5
333 #define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER	6
334 #define DRM_VC4_PARAM_SUPPORTS_MADVISE		7
335 #define DRM_VC4_PARAM_SUPPORTS_PERFMON		8
336 
337 struct drm_vc4_get_param {
338 	__u32 param;
339 	__u32 pad;
340 	__u64 value;
341 };
342 
343 struct drm_vc4_get_tiling {
344 	__u32 handle;
345 	__u32 flags;
346 	__u64 modifier;
347 };
348 
349 struct drm_vc4_set_tiling {
350 	__u32 handle;
351 	__u32 flags;
352 	__u64 modifier;
353 };
354 
355 /**
356  * struct drm_vc4_label_bo - Attach a name to a BO for debug purposes.
357  */
358 struct drm_vc4_label_bo {
359 	__u32 handle;
360 	__u32 len;
361 	__u64 name;
362 };
363 
364 /*
365  * States prefixed with '__' are internal states and cannot be passed to the
366  * DRM_IOCTL_VC4_GEM_MADVISE ioctl.
367  */
368 #define VC4_MADV_WILLNEED			0
369 #define VC4_MADV_DONTNEED			1
370 #define __VC4_MADV_PURGED			2
371 #define __VC4_MADV_NOTSUPP			3
372 
373 struct drm_vc4_gem_madvise {
374 	__u32 handle;
375 	__u32 madv;
376 	__u32 retained;
377 	__u32 pad;
378 };
379 
380 enum {
381 	VC4_PERFCNT_FEP_VALID_PRIMS_NO_RENDER,
382 	VC4_PERFCNT_FEP_VALID_PRIMS_RENDER,
383 	VC4_PERFCNT_FEP_CLIPPED_QUADS,
384 	VC4_PERFCNT_FEP_VALID_QUADS,
385 	VC4_PERFCNT_TLB_QUADS_NOT_PASSING_STENCIL,
386 	VC4_PERFCNT_TLB_QUADS_NOT_PASSING_Z_AND_STENCIL,
387 	VC4_PERFCNT_TLB_QUADS_PASSING_Z_AND_STENCIL,
388 	VC4_PERFCNT_TLB_QUADS_ZERO_COVERAGE,
389 	VC4_PERFCNT_TLB_QUADS_NON_ZERO_COVERAGE,
390 	VC4_PERFCNT_TLB_QUADS_WRITTEN_TO_COLOR_BUF,
391 	VC4_PERFCNT_PLB_PRIMS_OUTSIDE_VIEWPORT,
392 	VC4_PERFCNT_PLB_PRIMS_NEED_CLIPPING,
393 	VC4_PERFCNT_PSE_PRIMS_REVERSED,
394 	VC4_PERFCNT_QPU_TOTAL_IDLE_CYCLES,
395 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_VERTEX_COORD_SHADING,
396 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_FRAGMENT_SHADING,
397 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_EXEC_VALID_INST,
398 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_TMUS,
399 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_SCOREBOARD,
400 	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_VARYINGS,
401 	VC4_PERFCNT_QPU_TOTAL_INST_CACHE_HIT,
402 	VC4_PERFCNT_QPU_TOTAL_INST_CACHE_MISS,
403 	VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_HIT,
404 	VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_MISS,
405 	VC4_PERFCNT_TMU_TOTAL_TEXT_QUADS_PROCESSED,
406 	VC4_PERFCNT_TMU_TOTAL_TEXT_CACHE_MISS,
407 	VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VDW_STALLED,
408 	VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VCD_STALLED,
409 	VC4_PERFCNT_L2C_TOTAL_L2_CACHE_HIT,
410 	VC4_PERFCNT_L2C_TOTAL_L2_CACHE_MISS,
411 	VC4_PERFCNT_NUM_EVENTS,
412 };
413 
414 #define DRM_VC4_MAX_PERF_COUNTERS	16
415 
416 struct drm_vc4_perfmon_create {
417 	__u32 id;
418 	__u32 ncounters;
419 	__u8 events[DRM_VC4_MAX_PERF_COUNTERS];
420 };
421 
422 struct drm_vc4_perfmon_destroy {
423 	__u32 id;
424 };
425 
426 /*
427  * Returns the values of the performance counters tracked by this
428  * perfmon (as an array of ncounters u64 values).
429  *
430  * No implicit synchronization is performed, so the user has to
431  * guarantee that any jobs using this perfmon have already been
432  * completed  (probably by blocking on the seqno returned by the
433  * last exec that used the perfmon).
434  */
435 struct drm_vc4_perfmon_get_values {
436 	__u32 id;
437 	__u64 values_ptr;
438 };
439 
440 #if defined(__cplusplus)
441 }
442 #endif
443 
444 #endif /* _UAPI_VC4_DRM_H_ */
445