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author | Dave Airlie <airlied@redhat.com> | 2016-07-16 04:25:11 +0300 |
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committer | Dave Airlie <airlied@redhat.com> | 2016-07-16 04:25:11 +0300 |
commit | 2d635fded22b71381b01e194a59544f2e8d71ef0 (patch) | |
tree | 7c213ddcc190bb32b14daa20451c4703bcd8ab4a /include/uapi/drm | |
parent | ec2174fec9f16b2087c4de69fb892baf4bf43afb (diff) | |
parent | a20d5fa61c32a0c94d237da642326db2ef3c7433 (diff) | |
download | linux-2d635fded22b71381b01e194a59544f2e8d71ef0.tar.xz |
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/uapi/drm')
-rw-r--r-- | include/uapi/drm/vc4_drm.h | 13 |
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 |