diff options
Diffstat (limited to 'drivers/gpu/drm/vc4/vc4_drv.h')
-rw-r--r-- | drivers/gpu/drm/vc4/vc4_drv.h | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/drivers/gpu/drm/vc4/vc4_drv.h b/drivers/gpu/drm/vc4/vc4_drv.h index fddb0a06ed3a..bd77d5574e30 100644 --- a/drivers/gpu/drm/vc4/vc4_drv.h +++ b/drivers/gpu/drm/vc4/vc4_drv.h @@ -69,6 +69,11 @@ struct vc4_bo { /* List entry for the BO's position in vc4_dev->bo_cache.size_list */ struct list_head size_head; + + /* Struct for shader validation state, if created by + * DRM_IOCTL_VC4_CREATE_SHADER_BO. + */ + struct vc4_validated_shader_info *validated_shader; }; static inline struct vc4_bo * @@ -118,6 +123,42 @@ to_vc4_encoder(struct drm_encoder *encoder) #define HVS_WRITE(offset, val) writel(val, vc4->hvs->regs + offset) /** + * struct vc4_texture_sample_info - saves the offsets into the UBO for texture + * setup parameters. + * + * This will be used at draw time to relocate the reference to the texture + * contents in p0, and validate that the offset combined with + * width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO. + * Note that the hardware treats unprovided config parameters as 0, so not all + * of them need to be set up for every texure sample, and we'll store ~0 as + * the offset to mark the unused ones. + * + * See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit + * Setup") for definitions of the texture parameters. + */ +struct vc4_texture_sample_info { + bool is_direct; + uint32_t p_offset[4]; +}; + +/** + * struct vc4_validated_shader_info - information about validated shaders that + * needs to be used from command list validation. + * + * For a given shader, each time a shader state record references it, we need + * to verify that the shader doesn't read more uniforms than the shader state + * record's uniform BO pointer can provide, and we need to apply relocations + * and validate the shader state record's uniforms that define the texture + * samples. + */ +struct vc4_validated_shader_info { + uint32_t uniforms_size; + uint32_t uniforms_src_size; + uint32_t num_texture_samples; + struct vc4_texture_sample_info *texture_samples; +}; + +/** * _wait_for - magic (register) wait macro * * Does the right thing for modeset paths when run under kdgb or similar atomic @@ -157,8 +198,13 @@ struct dma_buf *vc4_prime_export(struct drm_device *dev, struct drm_gem_object *obj, int flags); int vc4_create_bo_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); +int vc4_create_shader_bo_ioctl(struct drm_device *dev, void *data, + struct drm_file *file_priv); int vc4_mmap_bo_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv); +int vc4_mmap(struct file *filp, struct vm_area_struct *vma); +int vc4_prime_mmap(struct drm_gem_object *obj, struct vm_area_struct *vma); +void *vc4_prime_vmap(struct drm_gem_object *obj); void vc4_bo_cache_init(struct drm_device *dev); void vc4_bo_cache_destroy(struct drm_device *dev); int vc4_bo_stats_debugfs(struct seq_file *m, void *arg); @@ -194,3 +240,7 @@ struct drm_plane *vc4_plane_init(struct drm_device *dev, enum drm_plane_type type); u32 vc4_plane_write_dlist(struct drm_plane *plane, u32 __iomem *dlist); u32 vc4_plane_dlist_size(struct drm_plane_state *state); + +/* vc4_validate_shader.c */ +struct vc4_validated_shader_info * +vc4_validate_shader(struct drm_gem_cma_object *shader_obj); |