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f30994622b
This has proven immensely useful for debugging memory leaks and overallocation (which is a rather serious concern on the platform, given that we typically run at about 256MB of CMA out of up to 1GB total memory, with framebuffers that are about 8MB ecah). The state of the art without this is to dump debug logs from every GL application, guess as to kernel allocations based on bo_stats, and try to merge that all together into a global picture of memory allocation state. With this, you can add a couple of calls to the debug build of the 3D driver and get a pretty detailed view of GPU memory usage from /debug/dri/0/bo_stats (or when we debug print to dmesg on allocation failure). The Mesa side currently labels at the gallium resource level (so you see that a 1920x20 pixmap has been created, presumably for the window system panel), but we could extend that to be even more useful with glObjectLabel() names being sent all the way down to the kernel. (partial) example of sorted debugfs output with Mesa labeling all resources: kernel BO cache: 16392kb BOs (3) tiling shadow 1920x1080: 8160kb BOs (1) resource 1920x1080@32/0: 8160kb BOs (1) scanout resource 1920x1080@32/0: 8100kb BOs (1) kernel: 8100kb BOs (1) v2: Use strndup_user(), use lockdep assertion instead of just a comment, fix an array[-1] reference, extend comment about name freeing. Signed-off-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20170725182718.31468-2-eric@anholt.net Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
330 lines
10 KiB
C
330 lines
10 KiB
C
/*
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* Copyright © 2014-2015 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef _UAPI_VC4_DRM_H_
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#define _UAPI_VC4_DRM_H_
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#include "drm.h"
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#if defined(__cplusplus)
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extern "C" {
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#endif
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#define DRM_VC4_SUBMIT_CL 0x00
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#define DRM_VC4_WAIT_SEQNO 0x01
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#define DRM_VC4_WAIT_BO 0x02
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#define DRM_VC4_CREATE_BO 0x03
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#define DRM_VC4_MMAP_BO 0x04
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#define DRM_VC4_CREATE_SHADER_BO 0x05
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#define DRM_VC4_GET_HANG_STATE 0x06
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#define DRM_VC4_GET_PARAM 0x07
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#define DRM_VC4_SET_TILING 0x08
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#define DRM_VC4_GET_TILING 0x09
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#define DRM_VC4_LABEL_BO 0x0a
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#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
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#define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
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#define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
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#define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
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#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
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#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
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#define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
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#define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
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#define DRM_IOCTL_VC4_SET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SET_TILING, struct drm_vc4_set_tiling)
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#define DRM_IOCTL_VC4_GET_TILING DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_TILING, struct drm_vc4_get_tiling)
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#define DRM_IOCTL_VC4_LABEL_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_LABEL_BO, struct drm_vc4_label_bo)
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struct drm_vc4_submit_rcl_surface {
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__u32 hindex; /* Handle index, or ~0 if not present. */
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__u32 offset; /* Offset to start of buffer. */
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/*
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* Bits for either render config (color_write) or load/store packet.
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* Bits should all be 0 for MSAA load/stores.
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*/
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__u16 bits;
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#define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0)
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__u16 flags;
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};
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/**
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* struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
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* engine.
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*
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* Drivers typically use GPU BOs to store batchbuffers / command lists and
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* their associated state. However, because the VC4 lacks an MMU, we have to
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* do validation of memory accesses by the GPU commands. If we were to store
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* our commands in BOs, we'd need to do uncached readback from them to do the
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* validation process, which is too expensive. Instead, userspace accumulates
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* commands and associated state in plain memory, then the kernel copies the
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* data to its own address space, and then validates and stores it in a GPU
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* BO.
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*/
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struct drm_vc4_submit_cl {
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/* Pointer to the binner command list.
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*
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* This is the first set of commands executed, which runs the
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* coordinate shader to determine where primitives land on the screen,
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* then writes out the state updates and draw calls necessary per tile
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* to the tile allocation BO.
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*/
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__u64 bin_cl;
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/* Pointer to the shader records.
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*
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* Shader records are the structures read by the hardware that contain
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* pointers to uniforms, shaders, and vertex attributes. The
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* reference to the shader record has enough information to determine
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* how many pointers are necessary (fixed number for shaders/uniforms,
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* and an attribute count), so those BO indices into bo_handles are
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* just stored as __u32s before each shader record passed in.
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*/
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__u64 shader_rec;
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/* Pointer to uniform data and texture handles for the textures
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* referenced by the shader.
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*
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* For each shader state record, there is a set of uniform data in the
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* order referenced by the record (FS, VS, then CS). Each set of
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* uniform data has a __u32 index into bo_handles per texture
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* sample operation, in the order the QPU_W_TMUn_S writes appear in
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* the program. Following the texture BO handle indices is the actual
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* uniform data.
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*
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* The individual uniform state blocks don't have sizes passed in,
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* because the kernel has to determine the sizes anyway during shader
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* code validation.
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*/
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__u64 uniforms;
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__u64 bo_handles;
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/* Size in bytes of the binner command list. */
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__u32 bin_cl_size;
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/* Size in bytes of the set of shader records. */
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__u32 shader_rec_size;
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/* Number of shader records.
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*
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* This could just be computed from the contents of shader_records and
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* the address bits of references to them from the bin CL, but it
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* keeps the kernel from having to resize some allocations it makes.
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*/
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__u32 shader_rec_count;
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/* Size in bytes of the uniform state. */
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__u32 uniforms_size;
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/* Number of BO handles passed in (size is that times 4). */
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__u32 bo_handle_count;
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/* RCL setup: */
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__u16 width;
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__u16 height;
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__u8 min_x_tile;
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__u8 min_y_tile;
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__u8 max_x_tile;
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__u8 max_y_tile;
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struct drm_vc4_submit_rcl_surface color_read;
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struct drm_vc4_submit_rcl_surface color_write;
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struct drm_vc4_submit_rcl_surface zs_read;
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struct drm_vc4_submit_rcl_surface zs_write;
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struct drm_vc4_submit_rcl_surface msaa_color_write;
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struct drm_vc4_submit_rcl_surface msaa_zs_write;
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__u32 clear_color[2];
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__u32 clear_z;
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__u8 clear_s;
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__u32 pad:24;
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#define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0)
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__u32 flags;
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/* Returned value of the seqno of this render job (for the
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* wait ioctl).
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*/
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__u64 seqno;
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};
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/**
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* struct drm_vc4_wait_seqno - ioctl argument for waiting for
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* DRM_VC4_SUBMIT_CL completion using its returned seqno.
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*
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* timeout_ns is the timeout in nanoseconds, where "0" means "don't
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* block, just return the status."
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*/
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struct drm_vc4_wait_seqno {
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__u64 seqno;
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__u64 timeout_ns;
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};
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/**
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* struct drm_vc4_wait_bo - ioctl argument for waiting for
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* completion of the last DRM_VC4_SUBMIT_CL on a BO.
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*
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* This is useful for cases where multiple processes might be
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* rendering to a BO and you want to wait for all rendering to be
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* completed.
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*/
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struct drm_vc4_wait_bo {
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__u32 handle;
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__u32 pad;
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__u64 timeout_ns;
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};
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/**
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* struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
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*
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* There are currently no values for the flags argument, but it may be
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* used in a future extension.
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*/
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struct drm_vc4_create_bo {
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__u32 size;
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__u32 flags;
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/** Returned GEM handle for the BO. */
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__u32 handle;
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__u32 pad;
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};
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/**
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* struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
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*
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* This doesn't actually perform an mmap. Instead, it returns the
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* offset you need to use in an mmap on the DRM device node. This
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* means that tools like valgrind end up knowing about the mapped
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* memory.
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*
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* There are currently no values for the flags argument, but it may be
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* used in a future extension.
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*/
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struct drm_vc4_mmap_bo {
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/** Handle for the object being mapped. */
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__u32 handle;
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__u32 flags;
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/** offset into the drm node to use for subsequent mmap call. */
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__u64 offset;
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};
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/**
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* struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
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* shader BOs.
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*
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* Since allowing a shader to be overwritten while it's also being
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* executed from would allow privlege escalation, shaders must be
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* created using this ioctl, and they can't be mmapped later.
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*/
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struct drm_vc4_create_shader_bo {
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/* Size of the data argument. */
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__u32 size;
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/* Flags, currently must be 0. */
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__u32 flags;
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/* Pointer to the data. */
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__u64 data;
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/** Returned GEM handle for the BO. */
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__u32 handle;
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/* Pad, must be 0. */
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__u32 pad;
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};
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struct drm_vc4_get_hang_state_bo {
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__u32 handle;
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__u32 paddr;
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__u32 size;
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__u32 pad;
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};
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/**
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* struct drm_vc4_hang_state - ioctl argument for collecting state
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* from a GPU hang for analysis.
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*/
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struct drm_vc4_get_hang_state {
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/** Pointer to array of struct drm_vc4_get_hang_state_bo. */
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__u64 bo;
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/**
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* On input, the size of the bo array. Output is the number
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* of bos to be returned.
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*/
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__u32 bo_count;
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__u32 start_bin, start_render;
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__u32 ct0ca, ct0ea;
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__u32 ct1ca, ct1ea;
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__u32 ct0cs, ct1cs;
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__u32 ct0ra0, ct1ra0;
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__u32 bpca, bpcs;
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__u32 bpoa, bpos;
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__u32 vpmbase;
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__u32 dbge;
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__u32 fdbgo;
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__u32 fdbgb;
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__u32 fdbgr;
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__u32 fdbgs;
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__u32 errstat;
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/* Pad that we may save more registers into in the future. */
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__u32 pad[16];
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};
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#define DRM_VC4_PARAM_V3D_IDENT0 0
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#define DRM_VC4_PARAM_V3D_IDENT1 1
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#define DRM_VC4_PARAM_V3D_IDENT2 2
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#define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
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#define DRM_VC4_PARAM_SUPPORTS_ETC1 4
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#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5
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struct drm_vc4_get_param {
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__u32 param;
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__u32 pad;
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__u64 value;
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};
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struct drm_vc4_get_tiling {
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__u32 handle;
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__u32 flags;
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__u64 modifier;
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};
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struct drm_vc4_set_tiling {
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__u32 handle;
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__u32 flags;
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__u64 modifier;
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};
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/**
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* struct drm_vc4_label_bo - Attach a name to a BO for debug purposes.
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*/
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struct drm_vc4_label_bo {
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__u32 handle;
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__u32 len;
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__u64 name;
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};
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#if defined(__cplusplus)
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}
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#endif
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#endif /* _UAPI_VC4_DRM_H_ */
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