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From 7d93805e31f36c9766e05e32c84e143090a5b3f9 Mon Sep 17 00:00:00 2001
From: Eric Anholt <eric@anholt.net>
Date: Tue, 8 Dec 2015 14:00:43 -0800
Subject: [PATCH] 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_ */