linux/drivers/gpu/drm/sun4i/sun4i_layer.c

180 lines
5.3 KiB
C

/*
* Copyright (C) 2015 Free Electrons
* Copyright (C) 2015 NextThing Co
*
* Maxime Ripard <maxime.ripard@free-electrons.com>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of
* the License, or (at your option) any later version.
*/
#include <drm/drm_atomic_helper.h>
#include <drm/drm_plane_helper.h>
#include <drm/drmP.h>
#include "sun4i_backend.h"
#include "sun4i_layer.h"
#include "sunxi_engine.h"
struct sun4i_plane_desc {
enum drm_plane_type type;
u8 pipe;
const uint32_t *formats;
uint32_t nformats;
};
static void sun4i_backend_layer_atomic_disable(struct drm_plane *plane,
struct drm_plane_state *old_state)
{
struct sun4i_layer *layer = plane_to_sun4i_layer(plane);
struct sun4i_backend *backend = layer->backend;
sun4i_backend_layer_enable(backend, layer->id, false);
}
static void sun4i_backend_layer_atomic_update(struct drm_plane *plane,
struct drm_plane_state *old_state)
{
struct sun4i_layer *layer = plane_to_sun4i_layer(plane);
struct sun4i_backend *backend = layer->backend;
sun4i_backend_update_layer_coord(backend, layer->id, plane);
sun4i_backend_update_layer_formats(backend, layer->id, plane);
sun4i_backend_update_layer_buffer(backend, layer->id, plane);
sun4i_backend_layer_enable(backend, layer->id, true);
}
static const struct drm_plane_helper_funcs sun4i_backend_layer_helper_funcs = {
.atomic_disable = sun4i_backend_layer_atomic_disable,
.atomic_update = sun4i_backend_layer_atomic_update,
};
static const struct drm_plane_funcs sun4i_backend_layer_funcs = {
.atomic_destroy_state = drm_atomic_helper_plane_destroy_state,
.atomic_duplicate_state = drm_atomic_helper_plane_duplicate_state,
.destroy = drm_plane_cleanup,
.disable_plane = drm_atomic_helper_disable_plane,
.reset = drm_atomic_helper_plane_reset,
.update_plane = drm_atomic_helper_update_plane,
};
static const uint32_t sun4i_backend_layer_formats_primary[] = {
DRM_FORMAT_ARGB8888,
DRM_FORMAT_RGB888,
DRM_FORMAT_RGB565,
DRM_FORMAT_XRGB8888,
};
static const uint32_t sun4i_backend_layer_formats_overlay[] = {
DRM_FORMAT_ARGB8888,
DRM_FORMAT_ARGB4444,
DRM_FORMAT_ARGB1555,
DRM_FORMAT_RGBA5551,
DRM_FORMAT_RGBA4444,
DRM_FORMAT_RGB888,
DRM_FORMAT_RGB565,
DRM_FORMAT_XRGB8888,
};
static const struct sun4i_plane_desc sun4i_backend_planes[] = {
{
.type = DRM_PLANE_TYPE_PRIMARY,
.pipe = 0,
.formats = sun4i_backend_layer_formats_primary,
.nformats = ARRAY_SIZE(sun4i_backend_layer_formats_primary),
},
{
.type = DRM_PLANE_TYPE_OVERLAY,
.pipe = 1,
.formats = sun4i_backend_layer_formats_overlay,
.nformats = ARRAY_SIZE(sun4i_backend_layer_formats_overlay),
},
};
static struct sun4i_layer *sun4i_layer_init_one(struct drm_device *drm,
struct sun4i_backend *backend,
const struct sun4i_plane_desc *plane)
{
struct sun4i_layer *layer;
int ret;
layer = devm_kzalloc(drm->dev, sizeof(*layer), GFP_KERNEL);
if (!layer)
return ERR_PTR(-ENOMEM);
/* possible crtcs are set later */
ret = drm_universal_plane_init(drm, &layer->plane, 0,
&sun4i_backend_layer_funcs,
plane->formats, plane->nformats,
NULL, plane->type, NULL);
if (ret) {
dev_err(drm->dev, "Couldn't initialize layer\n");
return ERR_PTR(ret);
}
drm_plane_helper_add(&layer->plane,
&sun4i_backend_layer_helper_funcs);
layer->backend = backend;
return layer;
}
struct drm_plane **sun4i_layers_init(struct drm_device *drm,
struct sunxi_engine *engine)
{
struct drm_plane **planes;
struct sun4i_backend *backend = engine_to_sun4i_backend(engine);
int i;
planes = devm_kcalloc(drm->dev, ARRAY_SIZE(sun4i_backend_planes) + 1,
sizeof(*planes), GFP_KERNEL);
if (!planes)
return ERR_PTR(-ENOMEM);
/*
* The hardware is a bit unusual here.
*
* Even though it supports 4 layers, it does the composition
* in two separate steps.
*
* The first one is assigning a layer to one of its two
* pipes. If more that 1 layer is assigned to the same pipe,
* and if pixels overlaps, the pipe will take the pixel from
* the layer with the highest priority.
*
* The second step is the actual alpha blending, that takes
* the two pipes as input, and uses the eventual alpha
* component to do the transparency between the two.
*
* This two steps scenario makes us unable to guarantee a
* robust alpha blending between the 4 layers in all
* situations. So we just expose two layers, one per pipe. On
* SoCs that support it, sprites could fill the need for more
* layers.
*/
for (i = 0; i < ARRAY_SIZE(sun4i_backend_planes); i++) {
const struct sun4i_plane_desc *plane = &sun4i_backend_planes[i];
struct sun4i_layer *layer;
layer = sun4i_layer_init_one(drm, backend, plane);
if (IS_ERR(layer)) {
dev_err(drm->dev, "Couldn't initialize %s plane\n",
i ? "overlay" : "primary");
return ERR_CAST(layer);
};
DRM_DEBUG_DRIVER("Assigning %s plane to pipe %d\n",
i ? "overlay" : "primary", plane->pipe);
regmap_update_bits(engine->regs, SUN4I_BACKEND_ATTCTL_REG0(i),
SUN4I_BACKEND_ATTCTL_REG0_LAY_PIPESEL_MASK,
SUN4I_BACKEND_ATTCTL_REG0_LAY_PIPESEL(plane->pipe));
layer->id = i;
planes[i] = &layer->plane;
};
return planes;
}