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Merge tag 'drm-vc4-next-2016-07-15' of https://github.com/anholt/linux into drm-next
This pull request brings in vc4 shader validation for branching, allowing GLSL shaders with non-unrolled loops. * tag 'drm-vc4-next-2016-07-15' of https://github.com/anholt/linux: drm/vc4: Fix a "the the" typo in a comment. drm/vc4: Fix definition of QPU_R_MS_REV_FLAGS drm/vc4: Add a getparam to signal support for branches. drm/vc4: Add support for branching in shader validation. drm/vc4: Add a bitmap of branch targets during shader validation. drm/vc4: Move validation's current/max ip into the validation struct. drm/vc4: Add a getparam ioctl for getting the V3D identity regs.
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@@ -37,6 +37,7 @@ extern "C" {
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#define DRM_VC4_MMAP_BO 0x04
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#define DRM_VC4_CREATE_SHADER_BO 0x05
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#define DRM_VC4_GET_HANG_STATE 0x06
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#define DRM_VC4_GET_PARAM 0x07
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#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
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#define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
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@@ -45,6 +46,7 @@ extern "C" {
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#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
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#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
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#define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
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#define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
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struct drm_vc4_submit_rcl_surface {
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__u32 hindex; /* Handle index, or ~0 if not present. */
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@@ -280,6 +282,17 @@ struct drm_vc4_get_hang_state {
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__u32 pad[16];
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};
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#define DRM_VC4_PARAM_V3D_IDENT0 0
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#define DRM_VC4_PARAM_V3D_IDENT1 1
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#define DRM_VC4_PARAM_V3D_IDENT2 2
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#define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
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struct drm_vc4_get_param {
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__u32 param;
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__u32 pad;
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__u64 value;
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};
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#if defined(__cplusplus)
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}
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#endif
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