Blame include/drm/vc4_drm.h

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/*
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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 _VC4_DRM_H_
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#define _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_VC4_GEM_MADVISE                       0x0b
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#define DRM_VC4_PERFMON_CREATE                    0x0c
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#define DRM_VC4_PERFMON_DESTROY                   0x0d
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#define DRM_VC4_PERFMON_GET_VALUES                0x0e
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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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#define DRM_IOCTL_VC4_GEM_MADVISE         DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GEM_MADVISE, struct drm_vc4_gem_madvise)
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#define DRM_IOCTL_VC4_PERFMON_CREATE      DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_CREATE, struct drm_vc4_perfmon_create)
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#define DRM_IOCTL_VC4_PERFMON_DESTROY     DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_DESTROY, struct drm_vc4_perfmon_destroy)
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#define DRM_IOCTL_VC4_PERFMON_GET_VALUES  DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_PERFMON_GET_VALUES, struct drm_vc4_perfmon_get_values)
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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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/* By default, the kernel gets to choose the order that the tiles are
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 * rendered in.  If this is set, then the tiles will be rendered in a
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 * raster order, with the right-to-left vs left-to-right and
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 * top-to-bottom vs bottom-to-top dictated by
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 * VC4_SUBMIT_CL_RCL_ORDER_INCREASING_*.  This allows overlapping
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 * blits to be implemented using the 3D engine.
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 */
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#define VC4_SUBMIT_CL_FIXED_RCL_ORDER			(1 << 1)
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#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_X		(1 << 2)
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#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_Y		(1 << 3)
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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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	/* ID of the perfmon to attach to this job. 0 means no perfmon. */
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	__u32 perfmonid;
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	/* Syncobj handle to wait on. If set, processing of this render job
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	 * will not start until the syncobj is signaled. 0 means ignore.
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	 */
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	__u32 in_sync;
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	/* Syncobj handle to export fence to. If set, the fence in the syncobj
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	 * will be replaced with a fence that signals upon completion of this
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	 * render job. 0 means ignore.
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	 */
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	__u32 out_sync;
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	__u32 pad2;
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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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#define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER	6
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#define DRM_VC4_PARAM_SUPPORTS_MADVISE		7
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#define DRM_VC4_PARAM_SUPPORTS_PERFMON		8
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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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/*
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 * States prefixed with '__' are internal states and cannot be passed to the
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 * DRM_IOCTL_VC4_GEM_MADVISE ioctl.
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 */
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#define VC4_MADV_WILLNEED			0
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#define VC4_MADV_DONTNEED			1
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#define __VC4_MADV_PURGED			2
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#define __VC4_MADV_NOTSUPP			3
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struct drm_vc4_gem_madvise {
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	__u32 handle;
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	__u32 madv;
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	__u32 retained;
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	__u32 pad;
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};
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enum {
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	VC4_PERFCNT_FEP_VALID_PRIMS_NO_RENDER,
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	VC4_PERFCNT_FEP_VALID_PRIMS_RENDER,
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	VC4_PERFCNT_FEP_CLIPPED_QUADS,
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	VC4_PERFCNT_FEP_VALID_QUADS,
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	VC4_PERFCNT_TLB_QUADS_NOT_PASSING_STENCIL,
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	VC4_PERFCNT_TLB_QUADS_NOT_PASSING_Z_AND_STENCIL,
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	VC4_PERFCNT_TLB_QUADS_PASSING_Z_AND_STENCIL,
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	VC4_PERFCNT_TLB_QUADS_ZERO_COVERAGE,
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	VC4_PERFCNT_TLB_QUADS_NON_ZERO_COVERAGE,
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	VC4_PERFCNT_TLB_QUADS_WRITTEN_TO_COLOR_BUF,
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	VC4_PERFCNT_PLB_PRIMS_OUTSIDE_VIEWPORT,
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	VC4_PERFCNT_PLB_PRIMS_NEED_CLIPPING,
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	VC4_PERFCNT_PSE_PRIMS_REVERSED,
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	VC4_PERFCNT_QPU_TOTAL_IDLE_CYCLES,
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	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_VERTEX_COORD_SHADING,
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	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_FRAGMENT_SHADING,
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	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_EXEC_VALID_INST,
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	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_TMUS,
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	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_SCOREBOARD,
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	VC4_PERFCNT_QPU_TOTAL_CLK_CYCLES_WAITING_VARYINGS,
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	VC4_PERFCNT_QPU_TOTAL_INST_CACHE_HIT,
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	VC4_PERFCNT_QPU_TOTAL_INST_CACHE_MISS,
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	VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_HIT,
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	VC4_PERFCNT_QPU_TOTAL_UNIFORM_CACHE_MISS,
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	VC4_PERFCNT_TMU_TOTAL_TEXT_QUADS_PROCESSED,
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	VC4_PERFCNT_TMU_TOTAL_TEXT_CACHE_MISS,
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	VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VDW_STALLED,
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	VC4_PERFCNT_VPM_TOTAL_CLK_CYCLES_VCD_STALLED,
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	VC4_PERFCNT_L2C_TOTAL_L2_CACHE_HIT,
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	VC4_PERFCNT_L2C_TOTAL_L2_CACHE_MISS,
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	VC4_PERFCNT_NUM_EVENTS,
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};
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#define DRM_VC4_MAX_PERF_COUNTERS	16
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struct drm_vc4_perfmon_create {
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	__u32 id;
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	__u32 ncounters;
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	__u8 events[DRM_VC4_MAX_PERF_COUNTERS];
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};
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struct drm_vc4_perfmon_destroy {
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	__u32 id;
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};
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/*
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 * Returns the values of the performance counters tracked by this
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 * perfmon (as an array of ncounters u64 values).
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 *
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 * No implicit synchronization is performed, so the user has to
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 * guarantee that any jobs using this perfmon have already been
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 * completed  (probably by blocking on the seqno returned by the
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 * last exec that used the perfmon).
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 */
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struct drm_vc4_perfmon_get_values {
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	__u32 id;
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	__u64 values_ptr;
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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 /* _VC4_DRM_H_ */