* published by the Free Software Foundation.
*/
-/* DOC: VC4 GEM BO management support.
+/**
+ * DOC: VC4 GEM BO management support
*
* The VC4 GPU architecture (both scanout and rendering) has direct
* access to system memory with no MMU in between. To support it, we
/**
* vc4_gem_create_object - Implementation of driver->gem_create_object.
+ * @dev: DRM device
+ * @size: Size in bytes of the memory the object will reference
*
* This lets the CMA helpers allocate object structs for us, and keep
* our BO stats correct.
}
/**
- * Exposes clocks generated by the analog PHY that are consumed by
- * CPRMAN (clk-bcm2835.c).
+ * vc4_dsi_init_phy_clocks - Exposes clocks generated by the analog
+ * PHY that are consumed by CPRMAN (clk-bcm2835.c).
+ * @dsi: DSI encoder
*/
static int
vc4_dsi_init_phy_clocks(struct vc4_dsi *dsi)
}
/**
- * Looks up a bunch of GEM handles for BOs and stores the array for
- * use in the command validator that actually writes relocated
- * addresses pointing to them.
+ * vc4_cl_lookup_bos() - Sets up exec->bo[] with the GEM objects
+ * referenced by the job.
+ * @dev: DRM device
+ * @file_priv: DRM file for this fd
+ * @exec: V3D job being set up
+ *
+ * The command validator needs to reference BOs by their index within
+ * the submitted job's BO list. This does the validation of the job's
+ * BO list and reference counting for the lifetime of the job.
+ *
+ * Note that this function doesn't need to unreference the BOs on
+ * failure, because that will happen at vc4_complete_exec() time.
*/
static int
vc4_cl_lookup_bos(struct drm_device *dev,
}
/**
- * Submits a command list to the VC4.
+ * vc4_submit_cl_ioctl() - Submits a job (frame) to the VC4.
+ * @dev: DRM device
+ * @data: ioctl argument
+ * @file_priv: DRM file for this fd
*
- * This is what is called batchbuffer emitting on other hardware.
+ * This is the main entrypoint for userspace to submit a 3D frame to
+ * the GPU. Userspace provides the binner command list (if
+ * applicable), and the kernel sets up the render command list to draw
+ * to the framebuffer described in the ioctl, using the command lists
+ * that the 3D engine's binner will produce.
*/
int
vc4_submit_cl_ioctl(struct drm_device *dev, void *data,
* IN THE SOFTWARE.
*/
-/** DOC: Interrupt management for the V3D engine.
+/**
+ * DOC: Interrupt management for the V3D engine
*
* We have an interrupt status register (V3D_INTCTL) which reports
* interrupts, and where writing 1 bits clears those interrupts.
*/
/**
- * Command list validator for VC4.
+ * DOC: Command list validator for VC4.
*
* The VC4 has no IOMMU between it and system memory. So, a user with
* access to execute command lists could escalate privilege by
}
/**
- * The texture unit decides what tiling format a particular miplevel is using
- * this function, so we lay out our miptrees accordingly.
+ * size_is_lt() - Returns whether a miplevel of the given size will
+ * use the lineartile (LT) tiling layout rather than the normal T
+ * tiling layout.
+ * @width: Width in pixels of the miplevel
+ * @height: Height in pixels of the miplevel
+ * @cpp: Bytes per pixel of the pixel format
*/
static bool
size_is_lt(uint32_t width, uint32_t height, int cpp)