include/uapi/drm/vc4_drm.h
Source file repositories/reference/linux-study-clean/include/uapi/drm/vc4_drm.h
File Facts
- System
- Linux kernel
- Corpus path
include/uapi/drm/vc4_drm.h- Extension
.h- Size
- 14472 bytes
- Lines
- 443
- Domain
- Repository Root And Misc
- Bucket
- include
- Inferred role
- Repository Root And Misc: implementation source
- Status
- source implementation candidate
Why This File Exists
Top-level or miscellaneous repository surface. Use this as map coverage unless a later manual pass promotes the file into a deeper subsystem dossier.
- Top-level or miscellaneous repository surface. Use this as map coverage unless a later manual pass promotes the file into a deeper subsystem dossier.
- Defines or uses C structs; map object ownership, embedded links, reference counts, and lock ownership.
Dependency Surface
drm.h
Detected Declarations
struct drm_vc4_submit_rcl_surfacestruct drm_vc4_submit_clstruct drm_vc4_wait_seqnostruct drm_vc4_wait_bostruct drm_vc4_create_bostruct drm_vc4_mmap_bostruct drm_vc4_create_shader_bostruct drm_vc4_get_hang_state_bostruct drm_vc4_get_hang_statestruct drm_vc4_get_paramstruct drm_vc4_get_tilingstruct drm_vc4_set_tilingstruct drm_vc4_label_bostruct drm_vc4_gem_madvisestruct drm_vc4_perfmon_createstruct drm_vc4_perfmon_destroystruct drm_vc4_perfmon_get_values
Annotated Snippet
struct drm_vc4_submit_rcl_surface {
__u32 hindex; /* Handle index, or ~0 if not present. */
__u32 offset; /* Offset to start of buffer. */
/*
* Bits for either render config (color_write) or load/store packet.
* Bits should all be 0 for MSAA load/stores.
*/
__u16 bits;
#define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0)
__u16 flags;
};
/**
* struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
* engine.
*
* Drivers typically use GPU BOs to store batchbuffers / command lists and
* their associated state. However, because the VC4 lacks an MMU, we have to
* do validation of memory accesses by the GPU commands. If we were to store
* our commands in BOs, we'd need to do uncached readback from them to do the
* validation process, which is too expensive. Instead, userspace accumulates
* commands and associated state in plain memory, then the kernel copies the
* data to its own address space, and then validates and stores it in a GPU
* BO.
*/
struct drm_vc4_submit_cl {
/* Pointer to the binner command list.
*
* This is the first set of commands executed, which runs the
* coordinate shader to determine where primitives land on the screen,
* then writes out the state updates and draw calls necessary per tile
* to the tile allocation BO.
*/
__u64 bin_cl;
/* Pointer to the shader records.
*
* Shader records are the structures read by the hardware that contain
* pointers to uniforms, shaders, and vertex attributes. The
* reference to the shader record has enough information to determine
* how many pointers are necessary (fixed number for shaders/uniforms,
* and an attribute count), so those BO indices into bo_handles are
* just stored as __u32s before each shader record passed in.
*/
__u64 shader_rec;
/* Pointer to uniform data and texture handles for the textures
* referenced by the shader.
*
* For each shader state record, there is a set of uniform data in the
* order referenced by the record (FS, VS, then CS). Each set of
* uniform data has a __u32 index into bo_handles per texture
* sample operation, in the order the QPU_W_TMUn_S writes appear in
* the program. Following the texture BO handle indices is the actual
* uniform data.
*
* The individual uniform state blocks don't have sizes passed in,
* because the kernel has to determine the sizes anyway during shader
* code validation.
*/
__u64 uniforms;
__u64 bo_handles;
/* Size in bytes of the binner command list. */
__u32 bin_cl_size;
/* Size in bytes of the set of shader records. */
__u32 shader_rec_size;
/* Number of shader records.
*
* This could just be computed from the contents of shader_records and
* the address bits of references to them from the bin CL, but it
* keeps the kernel from having to resize some allocations it makes.
*/
__u32 shader_rec_count;
/* Size in bytes of the uniform state. */
__u32 uniforms_size;
/* Number of BO handles passed in (size is that times 4). */
__u32 bo_handle_count;
/* RCL setup: */
__u16 width;
__u16 height;
__u8 min_x_tile;
__u8 min_y_tile;
__u8 max_x_tile;
__u8 max_y_tile;
struct drm_vc4_submit_rcl_surface color_read;
struct drm_vc4_submit_rcl_surface color_write;
Annotation
- Immediate include surface: `drm.h`.
- Detected declarations: `struct drm_vc4_submit_rcl_surface`, `struct drm_vc4_submit_cl`, `struct drm_vc4_wait_seqno`, `struct drm_vc4_wait_bo`, `struct drm_vc4_create_bo`, `struct drm_vc4_mmap_bo`, `struct drm_vc4_create_shader_bo`, `struct drm_vc4_get_hang_state_bo`, `struct drm_vc4_get_hang_state`, `struct drm_vc4_get_param`.
- Atlas domain: Repository Root And Misc / include.
- Implementation status: source implementation candidate.
Implementation Notes
- This generated page is the file-by-file coverage layer; curated subsystem chapters should link here when they synthesize a multi-file control flow.
- Core OS pages should be promoted from atlas-only to deep-reviewed when they explain data structures, invariants, locking, lifecycle, and C implementation snippets.
- Driver-family pages are intentionally pattern-oriented unless they are part of the selected PCIe/NVMe representative device path.