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-rw-r--r--include/drm-uapi/drm_fourcc.h31
1 files changed, 31 insertions, 0 deletions
diff --git a/include/drm-uapi/drm_fourcc.h b/include/drm-uapi/drm_fourcc.h
index 7586c46f68b..3ad838d3f93 100644
--- a/include/drm-uapi/drm_fourcc.h
+++ b/include/drm-uapi/drm_fourcc.h
@@ -185,6 +185,8 @@ extern "C" {
#define DRM_FORMAT_MOD_VENDOR_BROADCOM 0x07
/* add more to the end as needed */
+#define DRM_FORMAT_RESERVED ((1ULL << 56) - 1)
+
#define fourcc_mod_code(vendor, val) \
((((__u64)DRM_FORMAT_MOD_VENDOR_## vendor) << 56) | (val & 0x00ffffffffffffffULL))
@@ -197,6 +199,15 @@ extern "C" {
*/
/*
+ * Invalid Modifier
+ *
+ * This modifier can be used as a sentinel to terminate the format modifiers
+ * list, or to initialize a variable with an invalid modifier. It might also be
+ * used to report an error back to userspace for certain APIs.
+ */
+#define DRM_FORMAT_MOD_INVALID fourcc_mod_code(NONE, DRM_FORMAT_RESERVED)
+
+/*
* Linear Layout
*
* Just plain linear layout. Note that this is different from no specifying any
@@ -253,6 +264,26 @@ extern "C" {
#define I915_FORMAT_MOD_Yf_TILED fourcc_mod_code(INTEL, 3)
/*
+ * Intel color control surface (CCS) for render compression
+ *
+ * The framebuffer format must be one of the 8:8:8:8 RGB formats.
+ * The main surface will be plane index 0 and must be Y/Yf-tiled,
+ * the CCS will be plane index 1.
+ *
+ * Each CCS tile matches a 1024x512 pixel area of the main surface.
+ * To match certain aspects of the 3D hardware the CCS is
+ * considered to be made up of normal 128Bx32 Y tiles, Thus
+ * the CCS pitch must be specified in multiples of 128 bytes.
+ *
+ * In reality the CCS tile appears to be a 64Bx64 Y tile, composed
+ * of QWORD (8 bytes) chunks instead of OWORD (16 bytes) chunks.
+ * But that fact is not relevant unless the memory is accessed
+ * directly.
+ */
+#define I915_FORMAT_MOD_Y_TILED_CCS fourcc_mod_code(INTEL, 4)
+#define I915_FORMAT_MOD_Yf_TILED_CCS fourcc_mod_code(INTEL, 5)
+
+/*
* Tiled, NV12MT, grouped in 64 (pixels) x 32 (lines) -sized macroblocks
*
* Macroblocks are laid in a Z-shape, and each pixel data is following the