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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.

Dave Airlie committed 10 years ago

Commit 2d635fd2 parents ec2174f a20d5fa6 files · +496 −44Browse files

Showing the changes to include/uapi (1 of 6 files). Show all

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include/uapi/drm/vc4_drm.h+13−0
@@ -37,6 +37,7 @@ extern "C" { · 36 unmodified lines
37#define DRM_VC4_MMAP_BO 0x0437#define DRM_VC4_MMAP_BO 0x04
38#define DRM_VC4_CREATE_SHADER_BO 0x0538#define DRM_VC4_CREATE_SHADER_BO 0x05
39#define DRM_VC4_GET_HANG_STATE 0x0639#define DRM_VC4_GET_HANG_STATE 0x06
40#define DRM_VC4_GET_PARAM 0x07
40 41
41#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)42#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
42#define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)43#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" { · 2 unmodified lines
45#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)46#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
46#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)47#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
47#define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)48#define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
49#define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
48 50
49struct drm_vc4_submit_rcl_surface {51struct drm_vc4_submit_rcl_surface {
50 __u32 hindex; /* Handle index, or ~0 if not present. */52 __u32 hindex; /* Handle index, or ~0 if not present. */
@@ -280,6 +282,17 @@ struct drm_vc4_get_hang_state { · 229 unmodified lines
280 __u32 pad[16];282 __u32 pad[16];
281};283};
282 284
285#define DRM_VC4_PARAM_V3D_IDENT0 0
286#define DRM_VC4_PARAM_V3D_IDENT1 1
287#define DRM_VC4_PARAM_V3D_IDENT2 2
288#define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
289
290struct drm_vc4_get_param {
291 __u32 param;
292 __u32 pad;
293 __u64 value;
294};
295
283#if defined(__cplusplus)296#if defined(__cplusplus)
284}297}
285#endif298#endif

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