/* for now, we just have 3d pipe.. eventually this would need to
* be more clever to dispatch to appropriate gpu module:
*/
- if (args->pipe != MSM_PIPE_3D0)
+ if (MSM_PIPE_ID(args->flags) != MSM_PIPE_3D0)
+ return -EINVAL;
+
+ if (MSM_PIPE_FLAGS(args->flags) & ~MSM_SUBMIT_FLAGS)
return -EINVAL;
ret = mutex_lock_interruptible(&dev->struct_mutex);
#define MSM_PIPE_2D1 0x02
#define MSM_PIPE_3D0 0x10
+/* The pipe-id just uses the lower bits, so can be OR'd with flags in
+ * the upper 16 bits (which could be extended further, if needed, maybe
+ * we extend/overload the pipe-id some day to deal with multiple rings,
+ * but even then I don't think we need the full lower 16 bits).
+ */
+#define MSM_PIPE_ID_MASK 0xffff
+#define MSM_PIPE_ID(x) ((x) & MSM_PIPE_ID_MASK)
+#define MSM_PIPE_FLAGS(x) ((x) & ~MSM_PIPE_ID_MASK)
+
/* timeouts are specified in clock-monotonic absolute times (to simplify
* restarting interrupted ioctls). The following struct is logically the
* same as 'struct timespec' but 32/64b ABI safe.
__u64 presumed; /* in/out, presumed buffer address */
};
+/* Valid submit ioctl flags: */
+/* to start, nothing.. */
+#define MSM_SUBMIT_FLAGS 0
+
/* Each cmdstream submit consists of a table of buffers involved, and
* one or more cmdstream buffers. This allows for conditional execution
* (context-restore), and IB buffers needed for per tile/bin draw cmds.
*/
struct drm_msm_gem_submit {
- __u32 pipe; /* in, MSM_PIPE_x */
+ __u32 flags; /* MSM_PIPE_x | MSM_SUBMIT_x */
__u32 fence; /* out */
__u32 nr_bos; /* in, number of submit_bo's */
__u32 nr_cmds; /* in, number of submit_cmd's */