Commit f6c01530 authored by Eric Anholt's avatar Eric Anholt

drm/vc4: Extend and edit documentation for output from the RST

I had written most of my comments as if I was describing the
individual code files the way I used to for doxygen, while for RST we
want to describe things in a more chapter/section way where there's no
obvious relation to .c files.

Additionally, several of the files had stub descriptions that I've
taken this opportunity to extend.
Signed-off-by: default avatarEric Anholt <eric@anholt.net>
Acked-by: default avatarDaniel Vetter <daniel.vetter@ffwll.ch>
Link: http://patchwork.freedesktop.org/patch/msgid/20170227201144.10970-4-eric@anholt.net
parent 60c5d3b7
...@@ -11,12 +11,13 @@ ...@@ -11,12 +11,13 @@
* *
* In VC4, the Pixel Valve is what most closely corresponds to the * 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 * 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. * the HVS at that timing, and feeds it to the encoder.
* *
* However, the DRM CRTC also collects the configuration of all the * However, the DRM CRTC also collects the configuration of all the
* DRM planes attached to it. As a result, this file also manages * DRM planes attached to it. As a result, the CRTC is also
* setup of the VC4 HVS's display elements on the CRTC. * 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 * 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 * domain feeds DSI0 or DPI, while pv1 feeds DS1 or SMI. pv2 in the
......
...@@ -18,7 +18,8 @@ ...@@ -18,7 +18,8 @@
* DOC: VC4 DPI module * DOC: VC4 DPI module
* *
* The VC4 DPI hardware supports MIPI DPI type 4 and Nokia ViSSI * 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" #include "drm_atomic_helper.h"
......
...@@ -20,9 +20,26 @@ ...@@ -20,9 +20,26 @@
/** /**
* DOC: VC4 Falcon HDMI module * DOC: VC4 Falcon HDMI module
* *
* The HDMI core has a state machine and a PHY. Most of the unit * The HDMI core has a state machine and a PHY. On BCM2835, most of
* operates off of the HSM clock from CPRMAN. It also internally uses * the unit operates off of the HSM clock from CPRMAN. It also
* the PLLH_PIX clock for the PHY. * 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" #include "drm_atomic_helper.h"
......
...@@ -9,12 +9,12 @@ ...@@ -9,12 +9,12 @@
/** /**
* DOC: VC4 HVS module. * DOC: VC4 HVS module.
* *
* The HVS is the piece of hardware that does translation, scaling, * The Hardware Video Scaler (HVS) is the piece of hardware that does
* colorspace conversion, and compositing of pixels stored in * translation, scaling, colorspace conversion, and compositing of
* framebuffers into a FIFO of pixels going out to the Pixel Valve * pixels stored in framebuffers into a FIFO of pixels going out to
* (CRTC). It operates at the system clock rate (the system audio * the Pixel Valve (CRTC). It operates at the system clock rate (the
* clock gate, specifically), which is much higher than the pixel * system audio clock gate, specifically), which is much higher than
* clock rate. * the pixel clock rate.
* *
* There is a single global HVS, with multiple output FIFOs that can * There is a single global HVS, with multiple output FIFOs that can
* be consumed by the PVs. This file just manages the resources for * be consumed by the PVs. This file just manages the resources for
......
...@@ -24,6 +24,10 @@ ...@@ -24,6 +24,10 @@
/** /**
* DOC: Render command list generation * 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 * In the VC4 driver, render command list generation is performed by the
* kernel instead of userspace. We do this because validating a * kernel instead of userspace. We do this because validating a
* user-submitted command list is hard to get right and has high CPU overhead, * user-submitted command list is hard to get right and has high CPU overhead,
......
...@@ -24,19 +24,23 @@ ...@@ -24,19 +24,23 @@
/** /**
* DOC: Command list validator for VC4. * DOC: Command list validator for VC4.
* *
* The VC4 has no IOMMU between it and system memory. So, a user with * Since the VC4 has no IOMMU between it and system memory, a user
* access to execute command lists could escalate privilege by * with access to execute command lists could escalate privilege by
* overwriting system memory (drawing to it as a framebuffer) or * overwriting system memory (drawing to it as a framebuffer) or
* reading system memory it shouldn't (reading it as a texture, or * reading system memory it shouldn't (reading it as a vertex buffer
* uniform data, or vertex data). * or index buffer)
* *
* This validates command lists to ensure that all accesses are within * We validate binner command lists to ensure that all accesses are
* the bounds of the GEM objects referenced. It explicitly whitelists * within the bounds of the GEM objects referenced by the submitted
* packets, and looks at the offsets in any address fields to make * job. It explicitly whitelists packets, and looks at the offsets in
* sure they're constrained within the BOs they reference. * 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 * Note that because CL validation is already reading the
* is where GEM relocation processing happens. * 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" #include "uapi/drm/vc4_drm.h"
......
...@@ -24,16 +24,21 @@ ...@@ -24,16 +24,21 @@
/** /**
* DOC: Shader validator for VC4. * DOC: Shader validator for VC4.
* *
* The VC4 has no IOMMU between it and system memory, so a user with * Since the VC4 has no IOMMU between it and system memory, a user
* access to execute shaders could escalate privilege by overwriting * with access to execute shaders could escalate privilege by
* system memory (using the VPM write address register in the * overwriting system memory (using the VPM write address register in
* general-purpose DMA mode) or reading system memory it shouldn't * the general-purpose DMA mode) or reading system memory it shouldn't
* (reading it as a texture, or uniform data, or vertex data). * (reading it as a texture, uniform data, or direct-addressed TMU
* lookup).
* *
* This walks over a shader BO, ensuring that its accesses are * The shader validator walks over a shader's BO, ensuring that its
* appropriately bounded, and recording how many texture accesses are * accesses are appropriately bounded, and recording where texture
* made and where so that we can do relocations for them in the * accesses are made so that we can do relocations for them in the
* uniform stream. * 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" #include "vc4_drv.h"
......
...@@ -16,6 +16,12 @@ ...@@ -16,6 +16,12 @@
/** /**
* DOC: VC4 SDTV module * 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> #include <drm/drm_atomic_helper.h>
......
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