Release 4.7 drivers/gpu/drm/vc4/vc4_drv.h
  
  
/*
 * Copyright (C) 2015 Broadcom
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License version 2 as
 * published by the Free Software Foundation.
 */
#include "drmP.h"
#include "drm_gem_cma_helper.h"
struct vc4_dev {
	
struct drm_device *dev;
	
struct vc4_hdmi *hdmi;
	
struct vc4_hvs *hvs;
	
struct vc4_crtc *crtc[3];
	
struct vc4_v3d *v3d;
	
struct vc4_dpi *dpi;
	
struct drm_fbdev_cma *fbdev;
	
struct vc4_hang_state *hang_state;
	/* The kernel-space BO cache.  Tracks buffers that have been
         * unreferenced by all other users (refcounts of 0!) but not
         * yet freed, so we can do cheap allocations.
         */
	
struct vc4_bo_cache {
		/* Array of list heads for entries in the BO cache,
                 * based on number of pages, so we can do O(1) lookups
                 * in the cache when allocating.
                 */
		
struct list_head *size_list;
		
uint32_t size_list_size;
		/* List of all BOs in the cache, ordered by age, so we
                 * can do O(1) lookups when trying to free old
                 * buffers.
                 */
		
struct list_head time_list;
		
struct work_struct time_work;
		
struct timer_list time_timer;
	} 
bo_cache;
	
struct vc4_bo_stats {
		
u32 num_allocated;
		
u32 size_allocated;
		
u32 num_cached;
		
u32 size_cached;
	} 
bo_stats;
	/* Protects bo_cache and the BO stats. */
	
struct mutex bo_lock;
	/* Sequence number for the last job queued in bin_job_list.
         * Starts at 0 (no jobs emitted).
         */
	
uint64_t emit_seqno;
	/* Sequence number for the last completed job on the GPU.
         * Starts at 0 (no jobs completed).
         */
	
uint64_t finished_seqno;
	/* List of all struct vc4_exec_info for jobs to be executed in
         * the binner.  The first job in the list is the one currently
         * programmed into ct0ca for execution.
         */
	
struct list_head bin_job_list;
	/* List of all struct vc4_exec_info for jobs that have
         * completed binning and are ready for rendering.  The first
         * job in the list is the one currently programmed into ct1ca
         * for execution.
         */
	
struct list_head render_job_list;
	/* List of the finished vc4_exec_infos waiting to be freed by
         * job_done_work.
         */
	
struct list_head job_done_list;
	/* Spinlock used to synchronize the job_list and seqno
         * accesses between the IRQ handler and GEM ioctls.
         */
	
spinlock_t job_lock;
	
wait_queue_head_t job_wait_queue;
	
struct work_struct job_done_work;
	/* List of struct vc4_seqno_cb for callbacks to be made from a
         * workqueue when the given seqno is passed.
         */
	
struct list_head seqno_cb_list;
	/* The binner overflow memory that's currently set up in
         * BPOA/BPOS registers.  When overflow occurs and a new one is
         * allocated, the previous one will be moved to
         * vc4->current_exec's free list.
         */
	
struct vc4_bo *overflow_mem;
	
struct work_struct overflow_mem_work;
	
int power_refcount;
	/* Mutex controlling the power refcount. */
	
struct mutex power_lock;
	struct {
		
struct timer_list timer;
		
struct work_struct reset_work;
	} 
hangcheck;
	
struct semaphore async_modeset;
};
static inline struct vc4_dev *
to_vc4_dev(struct drm_device *dev)
{
	return (struct vc4_dev *)dev->dev_private;
}
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struct vc4_bo {
	
struct drm_gem_cma_object base;
	/* seqno of the last job to render to this BO. */
	
uint64_t seqno;
	/* List entry for the BO's position in either
         * vc4_exec_info->unref_list or vc4_dev->bo_cache.time_list
         */
	
struct list_head unref_head;
	/* Time in jiffies when the BO was put in vc4->bo_cache. */
	
unsigned long free_time;
	/* 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 *
to_vc4_bo(struct drm_gem_object *bo)
{
	return (struct vc4_bo *)bo;
}
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struct vc4_seqno_cb {
	
struct work_struct work;
	
uint64_t seqno;
	
void (*func)(struct vc4_seqno_cb *cb);
};
struct vc4_v3d {
	
struct vc4_dev *vc4;
	
struct platform_device *pdev;
	
void __iomem *regs;
};
struct vc4_hvs {
	
struct platform_device *pdev;
	
void __iomem *regs;
	
u32 __iomem *dlist;
	/* Memory manager for CRTCs to allocate space in the display
         * list.  Units are dwords.
         */
	
struct drm_mm dlist_mm;
	/* Memory manager for the LBM memory used by HVS scaling. */
	
struct drm_mm lbm_mm;
	
spinlock_t mm_lock;
	
struct drm_mm_node mitchell_netravali_filter;
};
struct vc4_plane {
	
struct drm_plane base;
};
static inline struct vc4_plane *
to_vc4_plane(struct drm_plane *plane)
{
	return (struct vc4_plane *)plane;
}
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enum vc4_encoder_type {
	
VC4_ENCODER_TYPE_HDMI,
	
VC4_ENCODER_TYPE_VEC,
	
VC4_ENCODER_TYPE_DSI0,
	
VC4_ENCODER_TYPE_DSI1,
	
VC4_ENCODER_TYPE_SMI,
	
VC4_ENCODER_TYPE_DPI,
};
struct vc4_encoder {
	
struct drm_encoder base;
	
enum vc4_encoder_type type;
	
u32 clock_select;
};
static inline struct vc4_encoder *
to_vc4_encoder(struct drm_encoder *encoder)
{
	return container_of(encoder, struct vc4_encoder, base);
}
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#define V3D_READ(offset) readl(vc4->v3d->regs + offset)
#define V3D_WRITE(offset, val) writel(val, vc4->v3d->regs + offset)
#define HVS_READ(offset) readl(vc4->hvs->regs + offset)
#define HVS_WRITE(offset, val) writel(val, vc4->hvs->regs + offset)
struct vc4_exec_info {
	/* Sequence number for this bin/render job. */
	
uint64_t seqno;
	/* Last current addresses the hardware was processing when the
         * hangcheck timer checked on us.
         */
	
uint32_t last_ct0ca, last_ct1ca;
	/* Kernel-space copy of the ioctl arguments */
	
struct drm_vc4_submit_cl *args;
	/* This is the array of BOs that were looked up at the start of exec.
         * Command validation will use indices into this array.
         */
	
struct drm_gem_cma_object **bo;
	
uint32_t bo_count;
	/* Pointers for our position in vc4->job_list */
	
struct list_head head;
	/* List of other BOs used in the job that need to be released
         * once the job is complete.
         */
	
struct list_head unref_list;
	/* Current unvalidated indices into @bo loaded by the non-hardware
         * VC4_PACKET_GEM_HANDLES.
         */
	
uint32_t bo_index[2];
	/* This is the BO where we store the validated command lists, shader
         * records, and uniforms.
         */
	
struct drm_gem_cma_object *exec_bo;
	/**
         * This tracks the per-shader-record state (packet 64) that
         * determines the length of the shader record and the offset
         * it's expected to be found at.  It gets read in from the
         * command lists.
         */
	
struct vc4_shader_state {
		
uint32_t addr;
		/* Maximum vertex index referenced by any primitive using this
                 * shader state.
                 */
		
uint32_t max_index;
	} 
*shader_state;
	/** How many shader states the user declared they were using. */
	
uint32_t shader_state_size;
	/** How many shader state records the validator has seen. */
	
uint32_t shader_state_count;
	
bool found_tile_binning_mode_config_packet;
	
bool found_start_tile_binning_packet;
	
bool found_increment_semaphore_packet;
	
bool found_flush;
	
uint8_t bin_tiles_x, bin_tiles_y;
	
struct drm_gem_cma_object *tile_bo;
	
uint32_t tile_alloc_offset;
	/**
         * Computed addresses pointing into exec_bo where we start the
         * bin thread (ct0) and render thread (ct1).
         */
	
uint32_t ct0ca, ct0ea;
	
uint32_t ct1ca, ct1ea;
	/* Pointer to the unvalidated bin CL (if present). */
	
void *bin_u;
	/* Pointers to the shader recs.  These paddr gets incremented as CL
         * packets are relocated in validate_gl_shader_state, and the vaddrs
         * (u and v) get incremented and size decremented as the shader recs
         * themselves are validated.
         */
	
void *shader_rec_u;
	
void *shader_rec_v;
	
uint32_t shader_rec_p;
	
uint32_t shader_rec_size;
	/* Pointers to the uniform data.  These pointers are incremented, and
         * size decremented, as each batch of uniforms is uploaded.
         */
	
void *uniforms_u;
	
void *uniforms_v;
	
uint32_t uniforms_p;
	
uint32_t uniforms_size;
};
static inline struct vc4_exec_info *
vc4_first_bin_job(struct vc4_dev *vc4)
{
	if (list_empty(&vc4->bin_job_list))
		return NULL;
	return list_first_entry(&vc4->bin_job_list, struct vc4_exec_info, head);
}
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static inline struct vc4_exec_info *
vc4_first_render_job(struct vc4_dev *vc4)
{
	if (list_empty(&vc4->render_job_list))
		return NULL;
	return list_first_entry(&vc4->render_job_list,
				struct vc4_exec_info, head);
}
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/**
 * 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
 * contexts. Note that it's important that we check the condition again after
 * having timed out, since the timeout could be due to preemption or similar and
 * we've never had a chance to check the condition before the timeout.
 */
#define _wait_for(COND, MS, W) ({ \
        unsigned long timeout__ = jiffies + msecs_to_jiffies(MS) + 1;   \
        int ret__ = 0;                                                  \
        while (!(COND)) {                                               \
                if (time_after(jiffies, timeout__)) {                   \
                        if (!(COND))                                    \
                                ret__ = -ETIMEDOUT;                     \
                        break;                                          \
                }                                                       \
                if (W && drm_can_sleep())  {                            \
                        msleep(W);                                      \
                } else {                                                \
                        cpu_relax();                                    \
                }                                                       \
        }                                                               \
        ret__;                                                          \
})
#define wait_for(COND, MS) _wait_for(COND, MS, 1)
/* vc4_bo.c */
struct drm_gem_object *vc4_create_object(struct drm_device *dev, size_t size);
void vc4_free_object(struct drm_gem_object *gem_obj);
struct vc4_bo *vc4_bo_create(struct drm_device *dev, size_t size,
			     bool from_cache);
int vc4_dumb_create(struct drm_file *file_priv,
		    struct drm_device *dev,
		    struct drm_mode_create_dumb *args);
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_get_hang_state_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);
/* vc4_crtc.c */
extern struct platform_driver vc4_crtc_driver;
int vc4_enable_vblank(struct drm_device *dev, unsigned int crtc_id);
void vc4_disable_vblank(struct drm_device *dev, unsigned int crtc_id);
int vc4_crtc_debugfs_regs(struct seq_file *m, void *arg);
/* vc4_debugfs.c */
int vc4_debugfs_init(struct drm_minor *minor);
void vc4_debugfs_cleanup(struct drm_minor *minor);
/* vc4_drv.c */
void __iomem *vc4_ioremap_regs(struct platform_device *dev, int index);
/* vc4_dpi.c */
extern struct platform_driver vc4_dpi_driver;
int vc4_dpi_debugfs_regs(struct seq_file *m, void *unused);
/* vc4_gem.c */
void vc4_gem_init(struct drm_device *dev);
void vc4_gem_destroy(struct drm_device *dev);
int vc4_submit_cl_ioctl(struct drm_device *dev, void *data,
			struct drm_file *file_priv);
int vc4_wait_seqno_ioctl(struct drm_device *dev, void *data,
			 struct drm_file *file_priv);
int vc4_wait_bo_ioctl(struct drm_device *dev, void *data,
		      struct drm_file *file_priv);
void vc4_submit_next_bin_job(struct drm_device *dev);
void vc4_submit_next_render_job(struct drm_device *dev);
void vc4_move_job_to_render(struct drm_device *dev, struct vc4_exec_info *exec);
int vc4_wait_for_seqno(struct drm_device *dev, uint64_t seqno,
		       uint64_t timeout_ns, bool interruptible);
void vc4_job_handle_completed(struct vc4_dev *vc4);
int vc4_queue_seqno_cb(struct drm_device *dev,
		       struct vc4_seqno_cb *cb, uint64_t seqno,
		       void (*func)(struct vc4_seqno_cb *cb));
/* vc4_hdmi.c */
extern struct platform_driver vc4_hdmi_driver;
int vc4_hdmi_debugfs_regs(struct seq_file *m, void *unused);
/* vc4_irq.c */
irqreturn_t vc4_irq(int irq, void *arg);
void vc4_irq_preinstall(struct drm_device *dev);
int vc4_irq_postinstall(struct drm_device *dev);
void vc4_irq_uninstall(struct drm_device *dev);
void vc4_irq_reset(struct drm_device *dev);
/* vc4_hvs.c */
extern struct platform_driver vc4_hvs_driver;
void vc4_hvs_dump_state(struct drm_device *dev);
int vc4_hvs_debugfs_regs(struct seq_file *m, void *unused);
/* vc4_kms.c */
int vc4_kms_load(struct drm_device *dev);
/* vc4_plane.c */
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);
void vc4_plane_async_set_fb(struct drm_plane *plane,
			    struct drm_framebuffer *fb);
/* vc4_v3d.c */
extern struct platform_driver vc4_v3d_driver;
int vc4_v3d_debugfs_ident(struct seq_file *m, void *unused);
int vc4_v3d_debugfs_regs(struct seq_file *m, void *unused);
/* vc4_validate.c */
int
vc4_validate_bin_cl(struct drm_device *dev,
		    void *validated,
		    void *unvalidated,
		    struct vc4_exec_info *exec);
int
vc4_validate_shader_recs(struct drm_device *dev, struct vc4_exec_info *exec);
struct drm_gem_cma_object *vc4_use_bo(struct vc4_exec_info *exec,
				      uint32_t hindex);
int vc4_get_rcl(struct drm_device *dev, struct vc4_exec_info *exec);
bool vc4_check_tex_size(struct vc4_exec_info *exec,
			struct drm_gem_cma_object *fbo,
			uint32_t offset, uint8_t tiling_format,
			uint32_t width, uint32_t height, uint8_t cpp);
/* vc4_validate_shader.c */
struct vc4_validated_shader_info *
vc4_validate_shader(struct drm_gem_cma_object *shader_obj);
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