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authorDave Airlie <airlied@redhat.com>2016-07-16 03:25:11 +0200
committerDave Airlie <airlied@redhat.com>2016-07-16 03:25:11 +0200
commit2d635fded22b71381b01e194a59544f2e8d71ef0 (patch)
tree7c213ddcc190bb32b14daa20451c4703bcd8ab4a /include
parentMerge tag 'drm/panel/for-4.8-rc1' of git://anongit.freedesktop.org/tegra/linu... (diff)
parentdrm/vc4: Fix a "the the" typo in a comment. (diff)
downloadlinux-2d635fded22b71381b01e194a59544f2e8d71ef0.tar.xz
linux-2d635fded22b71381b01e194a59544f2e8d71ef0.zip
Merge tag 'drm-vc4-next-2016-07-15' of https://github.com/anholt/linux into drm-next
This pull request brings in vc4 shader validation for branching, allowing GLSL shaders with non-unrolled loops. * tag 'drm-vc4-next-2016-07-15' of https://github.com/anholt/linux: drm/vc4: Fix a "the the" typo in a comment. drm/vc4: Fix definition of QPU_R_MS_REV_FLAGS drm/vc4: Add a getparam to signal support for branches. drm/vc4: Add support for branching in shader validation. drm/vc4: Add a bitmap of branch targets during shader validation. drm/vc4: Move validation's current/max ip into the validation struct. drm/vc4: Add a getparam ioctl for getting the V3D identity regs.
Diffstat (limited to 'include')
-rw-r--r--include/uapi/drm/vc4_drm.h13
1 files changed, 13 insertions, 0 deletions
diff --git a/include/uapi/drm/vc4_drm.h b/include/uapi/drm/vc4_drm.h
index af12e8a184c8..ad7edc3edf7c 100644
--- a/include/uapi/drm/vc4_drm.h
+++ b/include/uapi/drm/vc4_drm.h
@@ -37,6 +37,7 @@ extern "C" {
#define DRM_VC4_MMAP_BO 0x04
#define DRM_VC4_CREATE_SHADER_BO 0x05
#define DRM_VC4_GET_HANG_STATE 0x06
+#define DRM_VC4_GET_PARAM 0x07
#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)
@@ -45,6 +46,7 @@ extern "C" {
#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_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
struct drm_vc4_submit_rcl_surface {
__u32 hindex; /* Handle index, or ~0 if not present. */
@@ -280,6 +282,17 @@ struct drm_vc4_get_hang_state {
__u32 pad[16];
};
+#define DRM_VC4_PARAM_V3D_IDENT0 0
+#define DRM_VC4_PARAM_V3D_IDENT1 1
+#define DRM_VC4_PARAM_V3D_IDENT2 2
+#define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
+
+struct drm_vc4_get_param {
+ __u32 param;
+ __u32 pad;
+ __u64 value;
+};
+
#if defined(__cplusplus)
}
#endif