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From 8b0e1ce37709125edeb9851307e24ba563749382 Mon Sep 17 00:00:00 2001
From: Eric Anholt <eric@anholt.net>
Date: Tue, 8 Dec 2015 14:00:43 -0800
Subject: [PATCH 118/127] drm/vc4: A few more non-functional changes to sync to
upstream.
At this point all that's left is the force-enable of HDMI connector,
and using direct firmware calls to turn on V3D instead of the generic
power domain support.
Signed-off-by: Eric Anholt <eric@anholt.net>
---
drivers/gpu/drm/vc4/vc4_v3d.c | 2 +-
include/uapi/drm/vc4_drm.h | 182 +++++++++++++++++++++---------------------
2 files changed, 92 insertions(+), 92 deletions(-)
--- a/drivers/gpu/drm/vc4/vc4_v3d.c
+++ b/drivers/gpu/drm/vc4/vc4_v3d.c
@@ -109,7 +109,7 @@ static const struct {
int vc4_v3d_debugfs_regs(struct seq_file *m, void *unused)
{
- struct drm_info_node *node = (struct drm_info_node *) m->private;
+ struct drm_info_node *node = (struct drm_info_node *)m->private;
struct drm_device *dev = node->minor->dev;
struct vc4_dev *vc4 = to_vc4_dev(dev);
int i;
--- a/include/uapi/drm/vc4_drm.h
+++ b/include/uapi/drm/vc4_drm.h
@@ -24,7 +24,7 @@
#ifndef _UAPI_VC4_DRM_H_
#define _UAPI_VC4_DRM_H_
-#include <drm/drm.h>
+#include "drm.h"
#define DRM_VC4_SUBMIT_CL 0x00
#define DRM_VC4_WAIT_SEQNO 0x01
@@ -34,25 +34,25 @@
#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)
+#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 {
- uint32_t hindex; /* Handle index, or ~0 if not present. */
- uint32_t offset; /* Offset to start of buffer. */
+ __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.
+ * Bits for either render config (color_write) or load/store packet.
+ * Bits should all be 0 for MSAA load/stores.
*/
- uint16_t bits;
+ __u16 bits;
#define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0)
- uint16_t flags;
+ __u16 flags;
};
/**
@@ -76,7 +76,7 @@ struct drm_vc4_submit_cl {
* then writes out the state updates and draw calls necessary per tile
* to the tile allocation BO.
*/
- uint64_t bin_cl;
+ __u64 bin_cl;
/* Pointer to the shader records.
*
@@ -85,16 +85,16 @@ struct drm_vc4_submit_cl {
* 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 uint32_ts before each shader record passed in.
+ * just stored as __u32s before each shader record passed in.
*/
- uint64_t shader_rec;
+ __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 uint32_t index into bo_handles per texture
+ * 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.
@@ -103,52 +103,52 @@ struct drm_vc4_submit_cl {
* because the kernel has to determine the sizes anyway during shader
* code validation.
*/
- uint64_t uniforms;
- uint64_t bo_handles;
+ __u64 uniforms;
+ __u64 bo_handles;
/* Size in bytes of the binner command list. */
- uint32_t bin_cl_size;
+ __u32 bin_cl_size;
/* Size in bytes of the set of shader records. */
- uint32_t shader_rec_size;
+ __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.
*/
- uint32_t shader_rec_count;
+ __u32 shader_rec_count;
/* Size in bytes of the uniform state. */
- uint32_t uniforms_size;
+ __u32 uniforms_size;
/* Number of BO handles passed in (size is that times 4). */
- uint32_t bo_handle_count;
+ __u32 bo_handle_count;
/* RCL setup: */
- uint16_t width;
- uint16_t height;
- uint8_t min_x_tile;
- uint8_t min_y_tile;
- uint8_t max_x_tile;
- uint8_t max_y_tile;
+ __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;
- uint32_t clear_color[2];
- uint32_t clear_z;
- uint8_t clear_s;
+ __u32 clear_color[2];
+ __u32 clear_z;
+ __u8 clear_s;
- uint32_t pad:24;
+ __u32 pad:24;
#define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0)
- uint32_t flags;
+ __u32 flags;
/* Returned value of the seqno of this render job (for the
* wait ioctl).
*/
- uint64_t seqno;
+ __u64 seqno;
};
/**
@@ -159,8 +159,8 @@ struct drm_vc4_submit_cl {
* block, just return the status."
*/
struct drm_vc4_wait_seqno {
- uint64_t seqno;
- uint64_t timeout_ns;
+ __u64 seqno;
+ __u64 timeout_ns;
};
/**
@@ -172,9 +172,9 @@ struct drm_vc4_wait_seqno {
* completed.
*/
struct drm_vc4_wait_bo {
- uint32_t handle;
- uint32_t pad;
- uint64_t timeout_ns;
+ __u32 handle;
+ __u32 pad;
+ __u64 timeout_ns;
};
/**
@@ -184,11 +184,30 @@ struct drm_vc4_wait_bo {
* used in a future extension.
*/
struct drm_vc4_create_bo {
- uint32_t size;
- uint32_t flags;
+ __u32 size;
+ __u32 flags;
/** Returned GEM handle for the BO. */
- uint32_t handle;
- uint32_t pad;
+ __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;
};
/**
@@ -201,43 +220,24 @@ struct drm_vc4_create_bo {
*/
struct drm_vc4_create_shader_bo {
/* Size of the data argument. */
- uint32_t size;
+ __u32 size;
/* Flags, currently must be 0. */
- uint32_t flags;
+ __u32 flags;
/* Pointer to the data. */
- uint64_t data;
+ __u64 data;
/** Returned GEM handle for the BO. */
- uint32_t handle;
+ __u32 handle;
/* Pad, must be 0. */
- uint32_t 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. */
- uint32_t handle;
- uint32_t flags;
- /** offset into the drm node to use for subsequent mmap call. */
- uint64_t offset;
+ __u32 pad;
};
struct drm_vc4_get_hang_state_bo {
- uint32_t handle;
- uint32_t paddr;
- uint32_t size;
- uint32_t pad;
+ __u32 handle;
+ __u32 paddr;
+ __u32 size;
+ __u32 pad;
};
/**
@@ -246,34 +246,34 @@ struct drm_vc4_get_hang_state_bo {
*/
struct drm_vc4_get_hang_state {
/** Pointer to array of struct drm_vc4_get_hang_state_bo. */
- uint64_t bo;
+ __u64 bo;
/**
* On input, the size of the bo array. Output is the number
* of bos to be returned.
*/
- uint32_t bo_count;
+ __u32 bo_count;
- uint32_t start_bin, start_render;
+ __u32 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;
+ __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. */
- uint32_t pad[16];
+ __u32 pad[16];
};
#endif /* _UAPI_VC4_DRM_H_ */
|