include/drm-uapi/drm_mode.h \
include/drm-uapi/i915_drm.h \
include/drm-uapi/tegra_drm.h \
+ include/drm-uapi/v3d_drm.h \
include/drm-uapi/vc4_drm.h \
include/D3D9 \
include/GL/wglext.h \
--- /dev/null
+/*
+ * Copyright © 2014-2018 Broadcom
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#ifndef _V3D_DRM_H_
+#define _V3D_DRM_H_
+
+#include "drm.h"
+
+#if defined(__cplusplus)
+extern "C" {
+#endif
+
+#define DRM_V3D_SUBMIT_CL 0x00
+#define DRM_V3D_WAIT_BO 0x01
+#define DRM_V3D_CREATE_BO 0x02
+#define DRM_V3D_MMAP_BO 0x03
+#define DRM_V3D_GET_PARAM 0x04
+#define DRM_V3D_GET_BO_OFFSET 0x05
+
+#define DRM_IOCTL_V3D_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_SUBMIT_CL, struct drm_v3d_submit_cl)
+#define DRM_IOCTL_V3D_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_WAIT_BO, struct drm_v3d_wait_bo)
+#define DRM_IOCTL_V3D_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_CREATE_BO, struct drm_v3d_create_bo)
+#define DRM_IOCTL_V3D_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_MMAP_BO, struct drm_v3d_mmap_bo)
+#define DRM_IOCTL_V3D_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_PARAM, struct drm_v3d_get_param)
+#define DRM_IOCTL_V3D_GET_BO_OFFSET DRM_IOWR(DRM_COMMAND_BASE + DRM_V3D_GET_BO_OFFSET, struct drm_v3d_get_bo_offset)
+
+/**
+ * struct drm_v3d_submit_cl - ioctl argument for submitting commands to the 3D
+ * engine.
+ *
+ * This asks the kernel to have the GPU execute an optional binner
+ * command list, and a render command list.
+ */
+struct drm_v3d_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.
+ */
+ __u32 bcl_start;
+
+ /** End address of the BCL (first byte after the BCL) */
+ __u32 bcl_end;
+
+ /* Offset of the render command list.
+ *
+ * This is the second set of commands executed, which will either
+ * execute the tiles that have been set up by the BCL, or a fixed set
+ * of tiles (in the case of RCL-only blits).
+ */
+ __u32 rcl_start;
+
+ /** End address of the RCL (first byte after the RCL) */
+ __u32 rcl_end;
+
+ /** An optional sync object to wait on before starting the BCL. */
+ __u32 in_sync_bcl;
+ /** An optional sync object to wait on before starting the RCL. */
+ __u32 in_sync_rcl;
+ /** An optional sync object to place the completion fence in. */
+ __u32 out_sync;
+
+ /* Offset of the tile alloc memory
+ *
+ * This is optional on V3D 3.3 (where the CL can set the value) but
+ * required on V3D 4.1.
+ */
+ __u32 qma;
+
+ /** Size of the tile alloc memory. */
+ __u32 qms;
+
+ /** Offset of the tile state data array. */
+ __u32 qts;
+
+ /* Pointer to a u32 array of the BOs that are referenced by the job.
+ */
+ __u64 bo_handles;
+
+ /* Number of BO handles passed in (size is that times 4). */
+ __u32 bo_handle_count;
+
+ /* Pad, must be zero-filled. */
+ __u32 pad;
+};
+
+/**
+ * struct drm_v3d_wait_bo - ioctl argument for waiting for
+ * completion of the last DRM_V3D_SUBMIT_CL on a BO.
+ *
+ * This is useful for cases where multiple processes might be
+ * rendering to a BO and you want to wait for all rendering to be
+ * completed.
+ */
+struct drm_v3d_wait_bo {
+ __u32 handle;
+ __u32 pad;
+ __u64 timeout_ns;
+};
+
+/**
+ * struct drm_v3d_create_bo - ioctl argument for creating V3D BOs.
+ *
+ * There are currently no values for the flags argument, but it may be
+ * used in a future extension.
+ */
+struct drm_v3d_create_bo {
+ __u32 size;
+ __u32 flags;
+ /** Returned GEM handle for the BO. */
+ __u32 handle;
+ /**
+ * Returned offset for the BO in the V3D address space. This offset
+ * is private to the DRM fd and is valid for the lifetime of the GEM
+ * handle.
+ *
+ * This offset value will always be nonzero, since various HW
+ * units treat 0 specially.
+ */
+ __u32 offset;
+};
+
+/**
+ * struct drm_v3d_mmap_bo - ioctl argument for mapping V3D BOs.
+ *
+ * This doesn't actually perform an mmap. Instead, it returns the
+ * offset you need to use in an mmap on the DRM device node. This
+ * means that tools like valgrind end up knowing about the mapped
+ * memory.
+ *
+ * There are currently no values for the flags argument, but it may be
+ * used in a future extension.
+ */
+struct drm_v3d_mmap_bo {
+ /** Handle for the object being mapped. */
+ __u32 handle;
+ __u32 flags;
+ /** offset into the drm node to use for subsequent mmap call. */
+ __u64 offset;
+};
+
+enum drm_v3d_param {
+ DRM_V3D_PARAM_V3D_UIFCFG,
+ DRM_V3D_PARAM_V3D_HUB_IDENT1,
+ DRM_V3D_PARAM_V3D_HUB_IDENT2,
+ DRM_V3D_PARAM_V3D_HUB_IDENT3,
+ DRM_V3D_PARAM_V3D_CORE0_IDENT0,
+ DRM_V3D_PARAM_V3D_CORE0_IDENT1,
+ DRM_V3D_PARAM_V3D_CORE0_IDENT2,
+};
+
+struct drm_v3d_get_param {
+ __u32 param;
+ __u32 pad;
+ __u64 value;
+};
+
+/**
+ * Returns the offset for the BO in the V3D address space for this DRM fd.
+ * This is the same value returned by drm_v3d_create_bo, if that was called
+ * from this DRM fd.
+ */
+struct drm_v3d_get_bo_offset {
+ __u32 handle;
+ __u32 offset;
+};
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif /* _V3D_DRM_H_ */
vc5_cl.h \
vc5_context.c \
vc5_context.h \
- vc5_drm.h \
vc5_fence.c \
vc5_formats.c \
vc5_format_table.h \
void v3dX(simulator_init_regs)(struct v3d_hw *v3d);
int v3dX(simulator_get_param_ioctl)(struct v3d_hw *v3d,
- struct drm_vc5_get_param *args);
-void v3dX(simulator_flush)(struct v3d_hw *v3d, struct drm_vc5_submit_cl *submit,
+ struct drm_v3d_get_param *args);
+void v3dX(simulator_flush)(struct v3d_hw *v3d, struct drm_v3d_submit_cl *submit,
uint32_t gmp_ofs);
const struct vc5_format *v3dX(get_format_desc)(enum pipe_format f);
void v3dX(get_internal_type_bpp_for_output_format)(uint32_t format,
int
v3dX(simulator_get_param_ioctl)(struct v3d_hw *v3d,
- struct drm_vc5_get_param *args)
+ struct drm_v3d_get_param *args)
{
static const uint32_t reg_map[] = {
- [DRM_VC5_PARAM_V3D_UIFCFG] = V3D_HUB_CTL_UIFCFG,
- [DRM_VC5_PARAM_V3D_HUB_IDENT1] = V3D_HUB_CTL_IDENT1,
- [DRM_VC5_PARAM_V3D_HUB_IDENT2] = V3D_HUB_CTL_IDENT2,
- [DRM_VC5_PARAM_V3D_HUB_IDENT3] = V3D_HUB_CTL_IDENT3,
- [DRM_VC5_PARAM_V3D_CORE0_IDENT0] = V3D_CTL_0_IDENT0,
- [DRM_VC5_PARAM_V3D_CORE0_IDENT1] = V3D_CTL_0_IDENT1,
- [DRM_VC5_PARAM_V3D_CORE0_IDENT2] = V3D_CTL_0_IDENT2,
+ [DRM_V3D_PARAM_V3D_UIFCFG] = V3D_HUB_CTL_UIFCFG,
+ [DRM_V3D_PARAM_V3D_HUB_IDENT1] = V3D_HUB_CTL_IDENT1,
+ [DRM_V3D_PARAM_V3D_HUB_IDENT2] = V3D_HUB_CTL_IDENT2,
+ [DRM_V3D_PARAM_V3D_HUB_IDENT3] = V3D_HUB_CTL_IDENT3,
+ [DRM_V3D_PARAM_V3D_CORE0_IDENT0] = V3D_CTL_0_IDENT0,
+ [DRM_V3D_PARAM_V3D_CORE0_IDENT1] = V3D_CTL_0_IDENT1,
+ [DRM_V3D_PARAM_V3D_CORE0_IDENT2] = V3D_CTL_0_IDENT2,
};
if (args->param < ARRAY_SIZE(reg_map) && reg_map[args->param]) {
}
void
-v3dX(simulator_flush)(struct v3d_hw *v3d, struct drm_vc5_submit_cl *submit,
+v3dX(simulator_flush)(struct v3d_hw *v3d, struct drm_v3d_submit_cl *submit,
uint32_t gmp_ofs)
{
/* Completely reset the GMP. */
;
bool cleared_and_retried = false;
- struct drm_vc5_create_bo create = {
+ struct drm_v3d_create_bo create = {
.size = size
};
- ret = vc5_ioctl(screen->fd, DRM_IOCTL_VC5_CREATE_BO, &create);
+ ret = vc5_ioctl(screen->fd, DRM_IOCTL_V3D_CREATE_BO, &create);
bo->handle = create.handle;
bo->offset = create.offset;
bo->map = malloc(bo->size);
#endif
- struct drm_vc5_get_bo_offset get = {
+ struct drm_v3d_get_bo_offset get = {
.handle = handle,
};
- int ret = vc5_ioctl(screen->fd, DRM_IOCTL_VC5_GET_BO_OFFSET, &get);
+ int ret = vc5_ioctl(screen->fd, DRM_IOCTL_V3D_GET_BO_OFFSET, &get);
if (ret) {
fprintf(stderr, "Failed to get BO offset: %s\n",
strerror(errno));
static int vc5_wait_bo_ioctl(int fd, uint32_t handle, uint64_t timeout_ns)
{
- struct drm_vc5_wait_bo wait = {
+ struct drm_v3d_wait_bo wait = {
.handle = handle,
.timeout_ns = timeout_ns,
};
- int ret = vc5_ioctl(fd, DRM_IOCTL_VC5_WAIT_BO, &wait);
+ int ret = vc5_ioctl(fd, DRM_IOCTL_V3D_WAIT_BO, &wait);
if (ret == -1)
return -errno;
else
if (bo->map)
return bo->map;
- struct drm_vc5_mmap_bo map;
+ struct drm_v3d_mmap_bo map;
memset(&map, 0, sizeof(map));
map.handle = bo->handle;
- ret = vc5_ioctl(bo->screen->fd, DRM_IOCTL_VC5_MMAP_BO, &map);
+ ret = vc5_ioctl(bo->screen->fd, DRM_IOCTL_V3D_MMAP_BO, &map);
offset = map.offset;
if (ret != 0) {
fprintf(stderr, "map ioctl failure\n");
#include "util/bitset.h"
#include "util/slab.h"
#include "xf86drm.h"
-#include "vc5_drm.h"
+#include "v3d_drm.h"
#include "vc5_screen.h"
struct vc5_job;
struct vc5_bo;
void vc5_job_add_bo(struct vc5_job *job, struct vc5_bo *bo);
-#define __user
-#include "vc5_drm.h"
#include "vc5_bufmgr.h"
#include "vc5_resource.h"
#include "vc5_cl.h"
struct vc5_bo *tile_state;
uint32_t shader_rec_count;
- struct drm_vc5_submit_cl submit;
+ struct drm_v3d_submit_cl submit;
/**
* Set of all BOs referenced by the job. This will be used for making
void vc5_simulator_init(struct vc5_screen *screen);
void vc5_simulator_destroy(struct vc5_screen *screen);
int vc5_simulator_flush(struct vc5_context *vc5,
- struct drm_vc5_submit_cl *args,
+ struct drm_v3d_submit_cl *args,
struct vc5_job *job);
int vc5_simulator_ioctl(int fd, unsigned long request, void *arg);
void vc5_simulator_open_from_handle(int fd, uint32_t winsys_stride,
+++ /dev/null
-/*
- * Copyright © 2014-2017 Broadcom
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- * IN THE SOFTWARE.
- */
-
-#ifndef _VC5_DRM_H_
-#define _VC5_DRM_H_
-
-#include "drm.h"
-
-#if defined(__cplusplus)
-extern "C" {
-#endif
-
-#define DRM_VC5_SUBMIT_CL 0x00
-#define DRM_VC5_WAIT_BO 0x01
-#define DRM_VC5_CREATE_BO 0x02
-#define DRM_VC5_MMAP_BO 0x03
-#define DRM_VC5_GET_PARAM 0x04
-#define DRM_VC5_GET_BO_OFFSET 0x05
-
-#define DRM_IOCTL_VC5_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC5_SUBMIT_CL, struct drm_vc5_submit_cl)
-#define DRM_IOCTL_VC5_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC5_WAIT_BO, struct drm_vc5_wait_bo)
-#define DRM_IOCTL_VC5_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC5_CREATE_BO, struct drm_vc5_create_bo)
-#define DRM_IOCTL_VC5_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC5_MMAP_BO, struct drm_vc5_mmap_bo)
-#define DRM_IOCTL_VC5_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC5_GET_PARAM, struct drm_vc5_get_param)
-#define DRM_IOCTL_VC5_GET_BO_OFFSET DRM_IOWR(DRM_COMMAND_BASE + DRM_VC5_GET_BO_OFFSET, struct drm_vc5_get_bo_offset)
-
-/**
- * struct drm_vc5_submit_cl - ioctl argument for submitting commands to the 3D
- * engine.
- *
- * This asks the kernel to have the GPU execute an optional binner
- * command list, and a render command list.
- */
-struct drm_vc5_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.
- */
- __u32 bcl_start;
-
- /** End address of the BCL (first byte after the BCL) */
- __u32 bcl_end;
-
- /* Offset of the render command list.
- *
- * This is the second set of commands executed, which will either
- * execute the tiles that have been set up by the BCL, or a fixed set
- * of tiles (in the case of RCL-only blits).
- */
- __u32 rcl_start;
-
- /** End address of the RCL (first byte after the RCL) */
- __u32 rcl_end;
-
- /** An optional sync object to wait on before starting the BCL. */
- __u32 in_sync_bcl;
- /** An optional sync object to wait on before starting the RCL. */
- __u32 in_sync_rcl;
- /** An optional sync object to place the completion fence in. */
- __u32 out_sync;
-
- /* Offset of the tile alloc memory
- *
- * This is optional on V3D 3.3 (where the CL can set the value) but
- * required on V3D 4.1.
- */
- __u32 qma;
-
- /** Size of the tile alloc memory. */
- __u32 qms;
-
- /** Offset of the tile state data array. */
- __u32 qts;
-
- /* Pointer to a u32 array of the BOs that are referenced by the job.
- */
- __u64 bo_handles;
-
- /* Number of BO handles passed in (size is that times 4). */
- __u32 bo_handle_count;
-};
-
-/**
- * struct drm_vc5_wait_bo - ioctl argument for waiting for
- * completion of the last DRM_VC5_SUBMIT_CL on a BO.
- *
- * This is useful for cases where multiple processes might be
- * rendering to a BO and you want to wait for all rendering to be
- * completed.
- */
-struct drm_vc5_wait_bo {
- __u32 handle;
- __u32 pad;
- __u64 timeout_ns;
-};
-
-/**
- * struct drm_vc5_create_bo - ioctl argument for creating VC5 BOs.
- *
- * There are currently no values for the flags argument, but it may be
- * used in a future extension.
- */
-struct drm_vc5_create_bo {
- __u32 size;
- __u32 flags;
- /** Returned GEM handle for the BO. */
- __u32 handle;
- /**
- * Returned offset for the BO in the V3D address space. This offset
- * is private to the DRM fd and is valid for the lifetime of the GEM
- * handle.
- *
- * This offset value will always be nonzero, since various HW
- * units treat 0 specially.
- */
- __u32 offset;
-};
-
-/**
- * struct drm_vc5_mmap_bo - ioctl argument for mapping VC5 BOs.
- *
- * This doesn't actually perform an mmap. Instead, it returns the
- * offset you need to use in an mmap on the DRM device node. This
- * means that tools like valgrind end up knowing about the mapped
- * memory.
- *
- * There are currently no values for the flags argument, but it may be
- * used in a future extension.
- */
-struct drm_vc5_mmap_bo {
- /** Handle for the object being mapped. */
- __u32 handle;
- __u32 flags;
- /** offset into the drm node to use for subsequent mmap call. */
- __u64 offset;
-};
-
-enum drm_vc5_param {
- DRM_VC5_PARAM_V3D_UIFCFG,
- DRM_VC5_PARAM_V3D_HUB_IDENT1,
- DRM_VC5_PARAM_V3D_HUB_IDENT2,
- DRM_VC5_PARAM_V3D_HUB_IDENT3,
- DRM_VC5_PARAM_V3D_CORE0_IDENT0,
- DRM_VC5_PARAM_V3D_CORE0_IDENT1,
- DRM_VC5_PARAM_V3D_CORE0_IDENT2,
-};
-
-struct drm_vc5_get_param {
- __u32 param;
- __u32 pad;
- __u64 value;
-};
-
-/**
- * Returns the offset for the BO in the V3D address space for this DRM fd.
- * This is the same value returned by drm_vc5_create_bo, if that was called
- * from this DRM fd.
- */
-struct drm_vc5_get_bo_offset {
- __u32 handle;
- __u32 offset;
-};
-
-#if defined(__cplusplus)
-}
-#endif
-
-#endif /* _VC5_DRM_H_ */
int ret;
#ifndef USE_VC5_SIMULATOR
- ret = drmIoctl(vc5->fd, DRM_IOCTL_VC5_SUBMIT_CL, &job->submit);
+ ret = drmIoctl(vc5->fd, DRM_IOCTL_V3D_SUBMIT_CL, &job->submit);
#else
ret = vc5_simulator_flush(vc5, &job->submit, job);
#endif
#include "util/ralloc.h"
#include <xf86drm.h>
-#include "vc5_drm.h"
#include "vc5_screen.h"
#include "vc5_context.h"
#include "vc5_resource.h"
static bool
vc5_get_device_info(struct vc5_screen *screen)
{
- struct drm_vc5_get_param ident0 = {
- .param = DRM_VC5_PARAM_V3D_CORE0_IDENT0,
+ struct drm_v3d_get_param ident0 = {
+ .param = DRM_V3D_PARAM_V3D_CORE0_IDENT0,
};
- struct drm_vc5_get_param ident1 = {
- .param = DRM_VC5_PARAM_V3D_CORE0_IDENT1,
+ struct drm_v3d_get_param ident1 = {
+ .param = DRM_V3D_PARAM_V3D_CORE0_IDENT1,
};
int ret;
- ret = vc5_ioctl(screen->fd, DRM_IOCTL_VC5_GET_PARAM, &ident0);
+ ret = vc5_ioctl(screen->fd, DRM_IOCTL_V3D_GET_PARAM, &ident0);
if (ret != 0) {
fprintf(stderr, "Couldn't get V3D core IDENT0: %s\n",
strerror(errno));
return false;
}
- ret = vc5_ioctl(screen->fd, DRM_IOCTL_VC5_GET_PARAM, &ident1);
+ ret = vc5_ioctl(screen->fd, DRM_IOCTL_V3D_GET_PARAM, &ident1);
if (ret != 0) {
fprintf(stderr, "Couldn't get V3D core IDENT1: %s\n",
strerror(errno));
int
vc5_simulator_flush(struct vc5_context *vc5,
- struct drm_vc5_submit_cl *submit, struct vc5_job *job)
+ struct drm_v3d_submit_cl *submit, struct vc5_job *job)
{
struct vc5_screen *screen = vc5->screen;
int fd = screen->fd;
* Making a VC5 BO is just a matter of making a corresponding BO on the host.
*/
static int
-vc5_simulator_create_bo_ioctl(int fd, struct drm_vc5_create_bo *args)
+vc5_simulator_create_bo_ioctl(int fd, struct drm_v3d_create_bo *args)
{
int ret;
struct drm_mode_create_dumb create = {
* We just pass this straight through to dumb mmap.
*/
static int
-vc5_simulator_mmap_bo_ioctl(int fd, struct drm_vc5_mmap_bo *args)
+vc5_simulator_mmap_bo_ioctl(int fd, struct drm_v3d_mmap_bo *args)
{
int ret;
struct drm_mode_map_dumb map = {
}
static int
-vc5_simulator_get_bo_offset_ioctl(int fd, struct drm_vc5_get_bo_offset *args)
+vc5_simulator_get_bo_offset_ioctl(int fd, struct drm_v3d_get_bo_offset *args)
{
struct vc5_simulator_file *file = vc5_get_simulator_file_for_fd(fd);
struct vc5_simulator_bo *sim_bo = vc5_get_simulator_bo(file,
}
static int
-vc5_simulator_get_param_ioctl(int fd, struct drm_vc5_get_param *args)
+vc5_simulator_get_param_ioctl(int fd, struct drm_v3d_get_param *args)
{
if (sim_state.ver >= 41)
return v3d41_simulator_get_param_ioctl(sim_state.v3d, args);
vc5_simulator_ioctl(int fd, unsigned long request, void *args)
{
switch (request) {
- case DRM_IOCTL_VC5_CREATE_BO:
+ case DRM_IOCTL_V3D_CREATE_BO:
return vc5_simulator_create_bo_ioctl(fd, args);
- case DRM_IOCTL_VC5_MMAP_BO:
+ case DRM_IOCTL_V3D_MMAP_BO:
return vc5_simulator_mmap_bo_ioctl(fd, args);
- case DRM_IOCTL_VC5_GET_BO_OFFSET:
+ case DRM_IOCTL_V3D_GET_BO_OFFSET:
return vc5_simulator_get_bo_offset_ioctl(fd, args);
- case DRM_IOCTL_VC5_WAIT_BO:
+ case DRM_IOCTL_V3D_WAIT_BO:
/* We do all of the vc5 rendering synchronously, so we just
* return immediately on the wait ioctls. This ignores any
* native rendering to the host BO, so it does mean we race on
*/
return 0;
- case DRM_IOCTL_VC5_GET_PARAM:
+ case DRM_IOCTL_V3D_GET_PARAM:
return vc5_simulator_get_param_ioctl(fd, args);
case DRM_IOCTL_GEM_CLOSE: