drm/vc4: Add exec flags to allow forcing a specific X/Y tile walk order.

This is useful to allow GL to provide defined results for overlapping
glBlitFramebuffer, which X11 in turn uses to accelerate uncomposited
window movement without first blitting to a temporary.  x11perf
-copywinwin100 goes from 1850/sec to 4850/sec.

v2: Default to the same behavior as before when the flags aren't
    passed. (suggested by Boris)

Signed-off-by: Eric Anholt <eric@anholt.net>
Link: https://patchwork.freedesktop.org/patch/msgid/20170725162733.28007-2-eric@anholt.net
Reviewed-by: Boris Brezillon <boris.brezillon@free-electrons.com>
This commit is contained in:
Eric Anholt
2017-07-25 09:27:33 -07:00
parent fb95992af1
commit 3be8eddd9d
4 changed files with 32 additions and 6 deletions

View File

@@ -155,6 +155,16 @@ struct drm_vc4_submit_cl {
__u32 pad:24;
#define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0)
/* By default, the kernel gets to choose the order that the tiles are
* rendered in. If this is set, then the tiles will be rendered in a
* raster order, with the right-to-left vs left-to-right and
* top-to-bottom vs bottom-to-top dictated by
* VC4_SUBMIT_CL_RCL_ORDER_INCREASING_*. This allows overlapping
* blits to be implemented using the 3D engine.
*/
#define VC4_SUBMIT_CL_FIXED_RCL_ORDER (1 << 1)
#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_X (1 << 2)
#define VC4_SUBMIT_CL_RCL_ORDER_INCREASING_Y (1 << 3)
__u32 flags;
/* Returned value of the seqno of this render job (for the
@@ -294,6 +304,7 @@ struct drm_vc4_get_hang_state {
#define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
#define DRM_VC4_PARAM_SUPPORTS_ETC1 4
#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5
#define DRM_VC4_PARAM_SUPPORTS_FIXED_RCL_ORDER 6
struct drm_vc4_get_param {
__u32 param;