Mesa (master): vc4: Switch to using the libdrm-provided vc4_drm.h.

Eric Anholt anholt at kemper.freedesktop.org
Wed Jul 20 23:20:29 UTC 2016


Module: Mesa
Branch: master
Commit: 16985eb308ea063025874eb1094269b9b3ed4656
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=16985eb308ea063025874eb1094269b9b3ed4656

Author: Eric Anholt <eric at anholt.net>
Date:   Sat Jul  2 14:35:34 2016 -0700

vc4: Switch to using the libdrm-provided vc4_drm.h.

The required version is set to .69 for the getparam ioctl that will be
used in the next commit.

---

 configure.ac                        |   2 +
 src/gallium/drivers/vc4/Makefile.am |   3 +-
 src/gallium/drivers/vc4/vc4_drm.h   | 279 ------------------------------------
 3 files changed, 4 insertions(+), 280 deletions(-)

diff --git a/configure.ac b/configure.ac
index 6ea1f2c..3799d8d 100644
--- a/configure.ac
+++ b/configure.ac
@@ -75,6 +75,7 @@ LIBDRM_INTEL_REQUIRED=2.4.61
 LIBDRM_NVVIEUX_REQUIRED=2.4.66
 LIBDRM_NOUVEAU_REQUIRED=2.4.66
 LIBDRM_FREEDRENO_REQUIRED=2.4.67
+LIBDRM_VC4_REQUIRED=2.4.69
 DRI2PROTO_REQUIRED=2.6
 DRI3PROTO_REQUIRED=1.0
 PRESENTPROTO_REQUIRED=1.0
@@ -2467,6 +2468,7 @@ if test -n "$with_gallium_drivers"; then
             ;;
         xvc4)
             HAVE_GALLIUM_VC4=yes
+            PKG_CHECK_MODULES([VC4], [libdrm_vc4 >= $LIBDRM_VC4_REQUIRED])
             gallium_require_drm "vc4"
             gallium_require_drm_loader
 
diff --git a/src/gallium/drivers/vc4/Makefile.am b/src/gallium/drivers/vc4/Makefile.am
index caa5059..de82c2c 100644
--- a/src/gallium/drivers/vc4/Makefile.am
+++ b/src/gallium/drivers/vc4/Makefile.am
@@ -29,6 +29,7 @@ endif
 AM_CFLAGS = \
 	-I$(top_builddir)/src/compiler/nir \
 	$(LIBDRM_CFLAGS) \
+	$(VC4_CFLAGS) \
 	$(GALLIUM_DRIVER_CFLAGS) \
 	$(SIM_CFLAGS) \
 	$()
@@ -36,5 +37,5 @@ AM_CFLAGS = \
 noinst_LTLIBRARIES = libvc4.la
 
 libvc4_la_SOURCES = $(C_SOURCES)
-libvc4_la_LIBADD = $(SIM_LIB)
+libvc4_la_LIBADD = $(SIM_LIB) $(VC4_LIBS)
 libvc4_la_LDFLAGS = $(SIM_LDFLAGS)
diff --git a/src/gallium/drivers/vc4/vc4_drm.h b/src/gallium/drivers/vc4/vc4_drm.h
deleted file mode 100644
index 110c783..0000000
--- a/src/gallium/drivers/vc4/vc4_drm.h
+++ /dev/null
@@ -1,279 +0,0 @@
-/*
- * Copyright © 2014-2015 Broadcom
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- * IN THE SOFTWARE.
- */
-
-#ifndef _UAPI_VC4_DRM_H_
-#define _UAPI_VC4_DRM_H_
-
-#include <drm.h>
-
-#define DRM_VC4_SUBMIT_CL                         0x00
-#define DRM_VC4_WAIT_SEQNO                        0x01
-#define DRM_VC4_WAIT_BO                           0x02
-#define DRM_VC4_CREATE_BO                         0x03
-#define DRM_VC4_MMAP_BO                           0x04
-#define DRM_VC4_CREATE_SHADER_BO                  0x05
-#define DRM_VC4_GET_HANG_STATE                    0x06
-
-#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)
-#define DRM_IOCTL_VC4_WAIT_BO             DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
-#define DRM_IOCTL_VC4_CREATE_BO           DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
-#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)
-
-struct drm_vc4_submit_rcl_surface {
-	uint32_t hindex; /* Handle index, or ~0 if not present. */
-	uint32_t offset; /* Offset to start of buffer. */
-	/*
-         * Bits for either render config (color_write) or load/store packet.
-         * Bits should all be 0 for MSAA load/stores.
-	 */
-	uint16_t bits;
-
-#define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES		(1 << 0)
-	uint16_t flags;
-};
-
-/**
- * struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
- * engine.
- *
- * Drivers typically use GPU BOs to store batchbuffers / command lists and
- * their associated state.  However, because the VC4 lacks an MMU, we have to
- * do validation of memory accesses by the GPU commands.  If we were to store
- * our commands in BOs, we'd need to do uncached readback from them to do the
- * validation process, which is too expensive.  Instead, userspace accumulates
- * commands and associated state in plain memory, then the kernel copies the
- * data to its own address space, and then validates and stores it in a GPU
- * BO.
- */
-struct drm_vc4_submit_cl {
-	/* Pointer to the binner command list.
-	 *
-	 * This is the first set of commands executed, which runs the
-	 * coordinate shader to determine where primitives land on the screen,
-	 * then writes out the state updates and draw calls necessary per tile
-	 * to the tile allocation BO.
-	 */
-	uint64_t bin_cl;
-
-	/* Pointer to the shader records.
-	 *
-	 * Shader records are the structures read by the hardware that contain
-	 * pointers to uniforms, shaders, and vertex attributes.  The
-	 * reference to the shader record has enough information to determine
-	 * how many pointers are necessary (fixed number for shaders/uniforms,
-	 * and an attribute count), so those BO indices into bo_handles are
-	 * just stored as uint32_ts before each shader record passed in.
-	 */
-	uint64_t shader_rec;
-
-	/* Pointer to uniform data and texture handles for the textures
-	 * referenced by the shader.
-	 *
-	 * For each shader state record, there is a set of uniform data in the
-	 * order referenced by the record (FS, VS, then CS).  Each set of
-	 * uniform data has a uint32_t index into bo_handles per texture
-	 * sample operation, in the order the QPU_W_TMUn_S writes appear in
-	 * the program.  Following the texture BO handle indices is the actual
-	 * uniform data.
-	 *
-	 * The individual uniform state blocks don't have sizes passed in,
-	 * because the kernel has to determine the sizes anyway during shader
-	 * code validation.
-	 */
-	uint64_t uniforms;
-	uint64_t bo_handles;
-
-	/* Size in bytes of the binner command list. */
-	uint32_t bin_cl_size;
-	/* Size in bytes of the set of shader records. */
-	uint32_t shader_rec_size;
-	/* Number of shader records.
-	 *
-	 * This could just be computed from the contents of shader_records and
-	 * the address bits of references to them from the bin CL, but it
-	 * keeps the kernel from having to resize some allocations it makes.
-	 */
-	uint32_t shader_rec_count;
-	/* Size in bytes of the uniform state. */
-	uint32_t uniforms_size;
-
-	/* Number of BO handles passed in (size is that times 4). */
-	uint32_t bo_handle_count;
-
-	/* RCL setup: */
-	uint16_t width;
-	uint16_t height;
-	uint8_t min_x_tile;
-	uint8_t min_y_tile;
-	uint8_t max_x_tile;
-	uint8_t max_y_tile;
-	struct drm_vc4_submit_rcl_surface color_read;
-	struct drm_vc4_submit_rcl_surface color_write;
-	struct drm_vc4_submit_rcl_surface zs_read;
-	struct drm_vc4_submit_rcl_surface zs_write;
-	struct drm_vc4_submit_rcl_surface msaa_color_write;
-	struct drm_vc4_submit_rcl_surface msaa_zs_write;
-	uint32_t clear_color[2];
-	uint32_t clear_z;
-	uint8_t clear_s;
-
-	uint32_t pad:24;
-
-#define VC4_SUBMIT_CL_USE_CLEAR_COLOR			(1 << 0)
-	uint32_t flags;
-
-	/* Returned value of the seqno of this render job (for the
-	 * wait ioctl).
-	 */
-	uint64_t seqno;
-};
-
-/**
- * struct drm_vc4_wait_seqno - ioctl argument for waiting for
- * DRM_VC4_SUBMIT_CL completion using its returned seqno.
- *
- * timeout_ns is the timeout in nanoseconds, where "0" means "don't
- * block, just return the status."
- */
-struct drm_vc4_wait_seqno {
-	uint64_t seqno;
-	uint64_t timeout_ns;
-};
-
-/**
- * struct drm_vc4_wait_bo - ioctl argument for waiting for
- * completion of the last DRM_VC4_SUBMIT_CL on a BO.
- *
- * This is useful for cases where multiple processes might be
- * rendering to a BO and you want to wait for all rendering to be
- * completed.
- */
-struct drm_vc4_wait_bo {
-	uint32_t handle;
-	uint32_t pad;
-	uint64_t timeout_ns;
-};
-
-/**
- * struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
- *
- * There are currently no values for the flags argument, but it may be
- * used in a future extension.
- */
-struct drm_vc4_create_bo {
-	uint32_t size;
-	uint32_t flags;
-	/** Returned GEM handle for the BO. */
-	uint32_t handle;
-	uint32_t pad;
-};
-
-/**
- * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
- * shader BOs.
- *
- * Since allowing a shader to be overwritten while it's also being
- * executed from would allow privlege escalation, shaders must be
- * created using this ioctl, and they can't be mmapped later.
- */
-struct drm_vc4_create_shader_bo {
-	/* Size of the data argument. */
-	uint32_t size;
-	/* Flags, currently must be 0. */
-	uint32_t flags;
-
-	/* Pointer to the data. */
-	uint64_t data;
-
-	/** Returned GEM handle for the BO. */
-	uint32_t handle;
-	/* Pad, must be 0. */
-	uint32_t pad;
-};
-
-/**
- * struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
- *
- * This doesn't actually perform an mmap.  Instead, it returns the
- * offset you need to use in an mmap on the DRM device node.  This
- * means that tools like valgrind end up knowing about the mapped
- * memory.
- *
- * There are currently no values for the flags argument, but it may be
- * used in a future extension.
- */
-struct drm_vc4_mmap_bo {
-	/** Handle for the object being mapped. */
-	uint32_t handle;
-	uint32_t flags;
-	/** offset into the drm node to use for subsequent mmap call. */
-	uint64_t offset;
-};
-
-struct drm_vc4_get_hang_state_bo {
-	uint32_t handle;
-	uint32_t paddr;
-	uint32_t size;
-	uint32_t pad;
-};
-
-/**
- * struct drm_vc4_hang_state - ioctl argument for collecting state
- * from a GPU hang for analysis.
-*/
-struct drm_vc4_get_hang_state {
-	/** Pointer to array of struct drm_vc4_get_hang_state_bo. */
-	uint64_t bo;
-	/**
-	 * On input, the size of the bo array.  Output is the number
-	 * of bos to be returned.
-	 */
-	uint32_t bo_count;
-
-	uint32_t start_bin, start_render;
-
-	uint32_t ct0ca, ct0ea;
-	uint32_t ct1ca, ct1ea;
-	uint32_t ct0cs, ct1cs;
-	uint32_t ct0ra0, ct1ra0;
-
-	uint32_t bpca, bpcs;
-	uint32_t bpoa, bpos;
-
-	uint32_t vpmbase;
-
-	uint32_t dbge;
-	uint32_t fdbgo;
-	uint32_t fdbgb;
-	uint32_t fdbgr;
-	uint32_t fdbgs;
-	uint32_t errstat;
-
-	/* Pad that we may save more registers into in the future. */
-	uint32_t pad[16];
-};
-
-#endif /* _UAPI_VC4_DRM_H_ */




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