diff options
-rw-r--r-- | drivers/gpu/drm/vc4/vc4_crtc.c | 7 | ||||
-rw-r--r-- | drivers/gpu/drm/vc4/vc4_dpi.c | 3 | ||||
-rw-r--r-- | drivers/gpu/drm/vc4/vc4_hdmi.c | 23 | ||||
-rw-r--r-- | drivers/gpu/drm/vc4/vc4_hvs.c | 12 | ||||
-rw-r--r-- | drivers/gpu/drm/vc4/vc4_render_cl.c | 4 | ||||
-rw-r--r-- | drivers/gpu/drm/vc4/vc4_validate.c | 24 | ||||
-rw-r--r-- | drivers/gpu/drm/vc4/vc4_validate_shaders.c | 21 | ||||
-rw-r--r-- | drivers/gpu/drm/vc4/vc4_vec.c | 6 |
8 files changed, 69 insertions, 31 deletions
diff --git a/drivers/gpu/drm/vc4/vc4_crtc.c b/drivers/gpu/drm/vc4/vc4_crtc.c index fd6f8d9669ce..24edd0c22cc9 100644 --- a/drivers/gpu/drm/vc4/vc4_crtc.c +++ b/drivers/gpu/drm/vc4/vc4_crtc.c @@ -11,12 +11,13 @@ * * In VC4, the Pixel Valve is what most closely corresponds to the * DRM's concept of a CRTC. The PV generates video timings from the - * output's clock plus its configuration. It pulls scaled pixels from + * encoder's clock plus its configuration. It pulls scaled pixels from * the HVS at that timing, and feeds it to the encoder. * * However, the DRM CRTC also collects the configuration of all the - * DRM planes attached to it. As a result, this file also manages - * setup of the VC4 HVS's display elements on the CRTC. + * DRM planes attached to it. As a result, the CRTC is also + * responsible for writing the display list for the HVS channel that + * the CRTC will use. * * The 2835 has 3 different pixel valves. pv0 in the audio power * domain feeds DSI0 or DPI, while pv1 feeds DS1 or SMI. pv2 in the diff --git a/drivers/gpu/drm/vc4/vc4_dpi.c b/drivers/gpu/drm/vc4/vc4_dpi.c index 3f360cf6cf5a..71435796c710 100644 --- a/drivers/gpu/drm/vc4/vc4_dpi.c +++ b/drivers/gpu/drm/vc4/vc4_dpi.c @@ -18,7 +18,8 @@ * DOC: VC4 DPI module * * The VC4 DPI hardware supports MIPI DPI type 4 and Nokia ViSSI - * signals, which are routed out to GPIO0-27 with the ALT2 function. + * signals. On BCM2835, these can be routed out to GPIO0-27 with the + * ALT2 function. */ #include "drm_atomic_helper.h" diff --git a/drivers/gpu/drm/vc4/vc4_hdmi.c b/drivers/gpu/drm/vc4/vc4_hdmi.c index 93d5994f3a04..1be1e8304720 100644 --- a/drivers/gpu/drm/vc4/vc4_hdmi.c +++ b/drivers/gpu/drm/vc4/vc4_hdmi.c @@ -20,9 +20,26 @@ /** * DOC: VC4 Falcon HDMI module * - * The HDMI core has a state machine and a PHY. Most of the unit - * operates off of the HSM clock from CPRMAN. It also internally uses - * the PLLH_PIX clock for the PHY. + * The HDMI core has a state machine and a PHY. On BCM2835, most of + * the unit operates off of the HSM clock from CPRMAN. It also + * internally uses the PLLH_PIX clock for the PHY. + * + * HDMI infoframes are kept within a small packet ram, where each + * packet can be individually enabled for including in a frame. + * + * HDMI audio is implemented entirely within the HDMI IP block. A + * register in the HDMI encoder takes SPDIF frames from the DMA engine + * and transfers them over an internal MAI (multi-channel audio + * interconnect) bus to the encoder side for insertion into the video + * blank regions. + * + * The driver's HDMI encoder does not yet support power management. + * The HDMI encoder's power domain and the HSM/pixel clocks are kept + * continuously running, and only the HDMI logic and packet ram are + * powered off/on at disable/enable time. + * + * The driver does not yet support CEC control, though the HDMI + * encoder block has CEC support. */ #include "drm_atomic_helper.h" diff --git a/drivers/gpu/drm/vc4/vc4_hvs.c b/drivers/gpu/drm/vc4/vc4_hvs.c index f7f7677f6d8d..fd421ba3c5d7 100644 --- a/drivers/gpu/drm/vc4/vc4_hvs.c +++ b/drivers/gpu/drm/vc4/vc4_hvs.c @@ -9,12 +9,12 @@ /** * DOC: VC4 HVS module. * - * The HVS is the piece of hardware that does translation, scaling, - * colorspace conversion, and compositing of pixels stored in - * framebuffers into a FIFO of pixels going out to the Pixel Valve - * (CRTC). It operates at the system clock rate (the system audio - * clock gate, specifically), which is much higher than the pixel - * clock rate. + * The Hardware Video Scaler (HVS) is the piece of hardware that does + * translation, scaling, colorspace conversion, and compositing of + * pixels stored in framebuffers into a FIFO of pixels going out to + * the Pixel Valve (CRTC). It operates at the system clock rate (the + * system audio clock gate, specifically), which is much higher than + * the pixel clock rate. * * There is a single global HVS, with multiple output FIFOs that can * be consumed by the PVs. This file just manages the resources for diff --git a/drivers/gpu/drm/vc4/vc4_render_cl.c b/drivers/gpu/drm/vc4/vc4_render_cl.c index 5cdd003605f5..4339471f517f 100644 --- a/drivers/gpu/drm/vc4/vc4_render_cl.c +++ b/drivers/gpu/drm/vc4/vc4_render_cl.c @@ -24,6 +24,10 @@ /** * DOC: Render command list generation * + * In the V3D hardware, render command lists are what load and store + * tiles of a framebuffer and optionally call out to binner-generated + * command lists to do the 3D drawing for that tile. + * * In the VC4 driver, render command list generation is performed by the * kernel instead of userspace. We do this because validating a * user-submitted command list is hard to get right and has high CPU overhead, diff --git a/drivers/gpu/drm/vc4/vc4_validate.c b/drivers/gpu/drm/vc4/vc4_validate.c index d696ed49e9f0..da6f1e138e8d 100644 --- a/drivers/gpu/drm/vc4/vc4_validate.c +++ b/drivers/gpu/drm/vc4/vc4_validate.c @@ -24,19 +24,23 @@ /** * 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 + * Since the VC4 has no IOMMU between it and system memory, a user + * with access to execute command lists could escalate privilege by * overwriting system memory (drawing to it as a framebuffer) or - * reading system memory it shouldn't (reading it as a texture, or - * uniform data, or vertex data). + * reading system memory it shouldn't (reading it as a vertex buffer + * or index buffer) * - * This validates command lists to ensure that all accesses are within - * the bounds of the GEM objects referenced. It explicitly whitelists - * packets, and looks at the offsets in any address fields to make - * sure they're constrained within the BOs they reference. + * We validate binner command lists to ensure that all accesses are + * within the bounds of the GEM objects referenced by the submitted + * job. It explicitly whitelists packets, and looks at the offsets in + * any address fields to make sure they're contained within the BOs + * they reference. * - * Note that because of the validation that's happening anyway, this - * is where GEM relocation processing happens. + * Note that because CL validation is already reading the + * user-submitted CL and writing the validated copy out to the memory + * that the GPU will actually read, this is also where GEM relocation + * processing (turning BO references into actual addresses for the GPU + * to use) happens. */ #include "uapi/drm/vc4_drm.h" diff --git a/drivers/gpu/drm/vc4/vc4_validate_shaders.c b/drivers/gpu/drm/vc4/vc4_validate_shaders.c index 5dba13dd1e9b..0b2df5c6efb4 100644 --- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c +++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c @@ -24,16 +24,21 @@ /** * DOC: Shader validator for VC4. * - * The VC4 has no IOMMU between it and system memory, so a user with - * access to execute shaders could escalate privilege by overwriting - * system memory (using the VPM write address register in the - * general-purpose DMA mode) or reading system memory it shouldn't - * (reading it as a texture, or uniform data, or vertex data). + * Since the VC4 has no IOMMU between it and system memory, a user + * with access to execute shaders could escalate privilege by + * overwriting system memory (using the VPM write address register in + * the general-purpose DMA mode) or reading system memory it shouldn't + * (reading it as a texture, uniform data, or direct-addressed TMU + * lookup). * - * This walks over a shader BO, ensuring that its accesses are - * appropriately bounded, and recording how many texture accesses are - * made and where so that we can do relocations for them in the + * The shader validator walks over a shader's BO, ensuring that its + * accesses are appropriately bounded, and recording where texture + * accesses are made so that we can do relocations for them in the * uniform stream. + * + * Shader BO are immutable for their lifetimes (enforced by not + * allowing mmaps, GEM prime export, or rendering to from a CL), so + * this validation is only performed at BO creation time. */ #include "vc4_drv.h" diff --git a/drivers/gpu/drm/vc4/vc4_vec.c b/drivers/gpu/drm/vc4/vc4_vec.c index 32bb8ef985fb..09c1e05765fa 100644 --- a/drivers/gpu/drm/vc4/vc4_vec.c +++ b/drivers/gpu/drm/vc4/vc4_vec.c @@ -16,6 +16,12 @@ /** * DOC: VC4 SDTV module + * + * The VEC encoder generates PAL or NTSC composite video output. + * + * TV mode selection is done by an atomic property on the encoder, + * because a drm_mode_modeinfo is insufficient to distinguish between + * PAL and PAL-M or NTSC and NTSC-J. */ #include <drm/drm_atomic_helper.h> |