[PATCH 1/3] vc4: Add the DRM header file.

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I'll build some libdrm C code soon, but for lets libdrm users use vc4
ioctls.  Produced from headers_install of
1df59b8497f47495e873c23abd6d3d290c730505 (drm-next) in the kernel.

Signed-off-by: Eric Anholt <eric@xxxxxxxxxx>
---
 Makefile.sources      |   1 +
 include/drm/vc4_drm.h | 279 ++++++++++++++++++++++++++++++++++++++++++++++++++
 2 files changed, 280 insertions(+)
 create mode 100644 include/drm/vc4_drm.h

diff --git a/Makefile.sources b/Makefile.sources
index a77f48d..1a1f0fe 100644
--- a/Makefile.sources
+++ b/Makefile.sources
@@ -32,6 +32,7 @@ LIBDRM_INCLUDE_H_FILES := \
 	include/drm/savage_drm.h \
 	include/drm/sis_drm.h \
 	include/drm/tegra_drm.h \
+	include/drm/vc4_drm.h \
 	include/drm/via_drm.h
 
 LIBDRM_INCLUDE_VMWGFX_H_FILES := \
diff --git a/include/drm/vc4_drm.h b/include/drm/vc4_drm.h
new file mode 100644
index 0000000..da3caa0
--- /dev/null
+++ b/include/drm/vc4_drm.h
@@ -0,0 +1,279 @@
+/*
+ * Copyright © 2014-2015 Broadcom
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#ifndef _VC4_DRM_H_
+#define _VC4_DRM_H_
+
+#include "drm.h"
+
+#define DRM_VC4_SUBMIT_CL                         0x00
+#define DRM_VC4_WAIT_SEQNO                        0x01
+#define DRM_VC4_WAIT_BO                           0x02
+#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_WAIT_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
+#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 {
+	__u32 hindex; /* Handle index, or ~0 if not present. */
+	__u32 offset; /* Offset to start of buffer. */
+	/*
+	 * Bits for either render config (color_write) or load/store packet.
+	 * Bits should all be 0 for MSAA load/stores.
+	 */
+	__u16 bits;
+
+#define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES		(1 << 0)
+	__u16 flags;
+};
+
+/**
+ * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
+ * engine.
+ *
+ * Drivers typically use GPU BOs to store batchbuffers / command lists and
+ * their associated state.  However, because the VC4 lacks an MMU, we have to
+ * do validation of memory accesses by the GPU commands.  If we were to store
+ * our commands in BOs, we'd need to do uncached readback from them to do the
+ * validation process, which is too expensive.  Instead, userspace accumulates
+ * commands and associated state in plain memory, then the kernel copies the
+ * data to its own address space, and then validates and stores it in a GPU
+ * BO.
+ */
+struct drm_vc4_submit_cl {
+	/* Pointer to the binner command list.
+	 *
+	 * This is the first set of commands executed, which runs the
+	 * coordinate shader to determine where primitives land on the screen,
+	 * then writes out the state updates and draw calls necessary per tile
+	 * to the tile allocation BO.
+	 */
+	__u64 bin_cl;
+
+	/* Pointer to the shader records.
+	 *
+	 * Shader records are the structures read by the hardware that contain
+	 * pointers to uniforms, shaders, and vertex attributes.  The
+	 * reference to the shader record has enough information to determine
+	 * how many pointers are necessary (fixed number for shaders/uniforms,
+	 * and an attribute count), so those BO indices into bo_handles are
+	 * just stored as __u32s before each shader record passed in.
+	 */
+	__u64 shader_rec;
+
+	/* Pointer to uniform data and texture handles for the textures
+	 * referenced by the shader.
+	 *
+	 * For each shader state record, there is a set of uniform data in the
+	 * order referenced by the record (FS, VS, then CS).  Each set of
+	 * uniform data has a __u32 index into bo_handles per texture
+	 * sample operation, in the order the QPU_W_TMUn_S writes appear in
+	 * the program.  Following the texture BO handle indices is the actual
+	 * uniform data.
+	 *
+	 * The individual uniform state blocks don't have sizes passed in,
+	 * because the kernel has to determine the sizes anyway during shader
+	 * code validation.
+	 */
+	__u64 uniforms;
+	__u64 bo_handles;
+
+	/* Size in bytes of the binner command list. */
+	__u32 bin_cl_size;
+	/* Size in bytes of the set of shader records. */
+	__u32 shader_rec_size;
+	/* Number of shader records.
+	 *
+	 * This could just be computed from the contents of shader_records and
+	 * the address bits of references to them from the bin CL, but it
+	 * keeps the kernel from having to resize some allocations it makes.
+	 */
+	__u32 shader_rec_count;
+	/* Size in bytes of the uniform state. */
+	__u32 uniforms_size;
+
+	/* Number of BO handles passed in (size is that times 4). */
+	__u32 bo_handle_count;
+
+	/* RCL setup: */
+	__u16 width;
+	__u16 height;
+	__u8 min_x_tile;
+	__u8 min_y_tile;
+	__u8 max_x_tile;
+	__u8 max_y_tile;
+	struct drm_vc4_submit_rcl_surface color_read;
+	struct drm_vc4_submit_rcl_surface color_write;
+	struct drm_vc4_submit_rcl_surface zs_read;
+	struct drm_vc4_submit_rcl_surface zs_write;
+	struct drm_vc4_submit_rcl_surface msaa_color_write;
+	struct drm_vc4_submit_rcl_surface msaa_zs_write;
+	__u32 clear_color[2];
+	__u32 clear_z;
+	__u8 clear_s;
+
+	__u32 pad:24;
+
+#define VC4_SUBMIT_CL_USE_CLEAR_COLOR			(1 << 0)
+	__u32 flags;
+
+	/* Returned value of the seqno of this render job (for the
+	 * wait ioctl).
+	 */
+	__u64 seqno;
+};
+
+/**
+ * struct drm_vc4_wait_seqno - ioctl argument for waiting for
+ * DRM_VC4_SUBMIT_CL completion using its returned seqno.
+ *
+ * timeout_ns is the timeout in nanoseconds, where "0" means "don't
+ * block, just return the status."
+ */
+struct drm_vc4_wait_seqno {
+	__u64 seqno;
+	__u64 timeout_ns;
+};
+
+/**
+ * struct drm_vc4_wait_bo - ioctl argument for waiting for
+ * completion of the last DRM_VC4_SUBMIT_CL on a BO.
+ *
+ * This is useful for cases where multiple processes might be
+ * rendering to a BO and you want to wait for all rendering to be
+ * completed.
+ */
+struct drm_vc4_wait_bo {
+	__u32 handle;
+	__u32 pad;
+	__u64 timeout_ns;
+};
+
+/**
+ * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
+ *
+ * There are currently no values for the flags argument, but it may be
+ * used in a future extension.
+ */
+struct drm_vc4_create_bo {
+	__u32 size;
+	__u32 flags;
+	/** Returned GEM handle for the BO. */
+	__u32 handle;
+	__u32 pad;
+};
+
+/**
+ * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
+ *
+ * This doesn't actually perform an mmap.  Instead, it returns the
+ * offset you need to use in an mmap on the DRM device node.  This
+ * means that tools like valgrind end up knowing about the mapped
+ * memory.
+ *
+ * There are currently no values for the flags argument, but it may be
+ * used in a future extension.
+ */
+struct drm_vc4_mmap_bo {
+	/** Handle for the object being mapped. */
+	__u32 handle;
+	__u32 flags;
+	/** offset into the drm node to use for subsequent mmap call. */
+	__u64 offset;
+};
+
+/**
+ * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
+ * shader BOs.
+ *
+ * Since allowing a shader to be overwritten while it's also being
+ * executed from would allow privlege escalation, shaders must be
+ * created using this ioctl, and they can't be mmapped later.
+ */
+struct drm_vc4_create_shader_bo {
+	/* Size of the data argument. */
+	__u32 size;
+	/* Flags, currently must be 0. */
+	__u32 flags;
+
+	/* Pointer to the data. */
+	__u64 data;
+
+	/** Returned GEM handle for the BO. */
+	__u32 handle;
+	/* Pad, must be 0. */
+	__u32 pad;
+};
+
+struct drm_vc4_get_hang_state_bo {
+	__u32 handle;
+	__u32 paddr;
+	__u32 size;
+	__u32 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. */
+	__u64 bo;
+	/**
+	 * On input, the size of the bo array.  Output is the number
+	 * of bos to be returned.
+	 */
+	__u32 bo_count;
+
+	__u32 start_bin, start_render;
+
+	__u32 ct0ca, ct0ea;
+	__u32 ct1ca, ct1ea;
+	__u32 ct0cs, ct1cs;
+	__u32 ct0ra0, ct1ra0;
+
+	__u32 bpca, bpcs;
+	__u32 bpoa, bpos;
+
+	__u32 vpmbase;
+
+	__u32 dbge;
+	__u32 fdbgo;
+	__u32 fdbgb;
+	__u32 fdbgr;
+	__u32 fdbgs;
+	__u32 errstat;
+
+	/* Pad that we may save more registers into in the future. */
+	__u32 pad[16];
+};
+
+#endif /* _VC4_DRM_H_ */
-- 
2.6.4

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