From 3be8eddd9d58a925b461b582fa5aa422a9c145ee Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Tue, 25 Jul 2017 09:27:33 -0700 Subject: drm/vc4: Add exec flags to allow forcing a specific X/Y tile walk order. This is useful to allow GL to provide defined results for overlapping glBlitFramebuffer, which X11 in turn uses to accelerate uncomposited window movement without first blitting to a temporary. x11perf -copywinwin100 goes from 1850/sec to 4850/sec. v2: Default to the same behavior as before when the flags aren't passed. (suggested by Boris) Signed-off-by: Eric Anholt Link: https://patchwork.freedesktop.org/patch/msgid/20170725162733.28007-2-eric@anholt.net Reviewed-by: Boris Brezillon --- include/uapi/drm/vc4_drm.h | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'include/uapi/drm') diff --git a/include/uapi/drm/vc4_drm.h b/include/uapi/drm/vc4_drm.h index 551628e571f9..afae87004963 100644 --- a/include/uapi/drm/vc4_drm.h +++ b/include/uapi/drm/vc4_drm.h @@ -155,6 +155,16 @@ struct drm_vc4_submit_cl { __u32 pad:24; #define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0) +/* By default, the kernel gets to choose the order that the tiles are + * rendered in. If this is set, then the tiles will be rendered in a + * raster order, with the right-to-left vs left-to-right and + * top-to-bottom vs bottom-to-top dictated by + * VC4_SUBMIT_CL_RCL_ORDER_INCREASING_*. This allows overlapping + * blits to be implemented using the 3D engine. + */ +#define VC4_SUBMIT_CL_FIXED_RCL_ORDER (1 << 1) +#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_X (1 << 2) +#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_Y (1 << 3) __u32 flags; /* Returned value of the seqno of this render job (for the @@ -294,6 +304,7 @@ struct drm_vc4_get_hang_state { #define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3 #define DRM_VC4_PARAM_SUPPORTS_ETC1 4 #define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5 +#define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER 6 struct drm_vc4_get_param { __u32 param; -- cgit v1.2.3