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authorEric Anholt <[email protected]>2014-07-21 11:26:24 -0700
committerEric Anholt <[email protected]>2014-08-11 14:45:28 -0700
commit6a5ece12aac0f079dff3aaf00b2ec5c420b9b1f8 (patch)
treeda69b0b6deef0bc1cb7de55529a799680da45256 /src
parent11fbee320123b4bb423febe1d5841c24a28aad86 (diff)
vc4: Add docs for the drm interface
Diffstat (limited to 'src')
-rw-r--r--src/gallium/drivers/vc4/vc4_drm.h70
1 files changed, 61 insertions, 9 deletions
diff --git a/src/gallium/drivers/vc4/vc4_drm.h b/src/gallium/drivers/vc4/vc4_drm.h
index 430d7cc1314..b958f1d03d0 100644
--- a/src/gallium/drivers/vc4/vc4_drm.h
+++ b/src/gallium/drivers/vc4/vc4_drm.h
@@ -30,16 +30,68 @@
#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
+/**
+ * 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 {
- void __user *bin_cl;
- void __user *render_cl;
- void __user *shader_records;
- void __user *bo_handles;
- uint32_t bin_cl_len;
- uint32_t render_cl_len;
- uint32_t shader_record_len;
- uint32_t shader_record_count;
- uint32_t bo_handle_count;
+ /* 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.
+ */
+ void __user *bin_cl;
+
+ /* Pointer to the render command list.
+ *
+ * The render command list contains a set of packets to load the
+ * current tile's state (reading from memory, or just clearing it)
+ * into the GPU, then call into the tile allocation BO to run the
+ * stored rendering for that tile, then store the tile's state back to
+ * memory.
+ */
+ void __user *render_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.
+ */
+ void __user *shader_records;
+
+ void __user *bo_handles;
+
+ /* Size in bytes of the binner command list. */
+ uint32_t bin_cl_len;
+ /* Size in bytes of the render command list */
+ uint32_t render_cl_len;
+ /* Size in bytes of the list of shader records. */
+ uint32_t shader_record_len;
+ /* Number of shader records.
+ *
+ * This could just be computed from the contents of shader_records,
+ * but it keeps the kernel from having to resize various allocations
+ * it makes.
+ */
+ uint32_t shader_record_count;
+
+ /* Number of BO handles passed in (size is that times 4). */
+ uint32_t bo_handle_count;
};
#endif /* _UAPI_VC4_DRM_H_ */