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-rw-r--r--include/uapi/drm/drm_fourcc.h23
1 files changed, 22 insertions, 1 deletions
diff --git a/include/uapi/drm/drm_fourcc.h b/include/uapi/drm/drm_fourcc.h
index 55e301047b3e..7586c46f68bf 100644
--- a/include/uapi/drm/drm_fourcc.h
+++ b/include/uapi/drm/drm_fourcc.h
@@ -182,6 +182,7 @@ extern "C" {
#define DRM_FORMAT_MOD_VENDOR_SAMSUNG 0x04
#define DRM_FORMAT_MOD_VENDOR_QCOM 0x05
#define DRM_FORMAT_MOD_VENDOR_VIVANTE 0x06
+#define DRM_FORMAT_MOD_VENDOR_BROADCOM 0x07
/* add more to the end as needed */
#define fourcc_mod_code(vendor, val) \
@@ -306,7 +307,6 @@ extern "C" {
*/
#define DRM_FORMAT_MOD_VIVANTE_SPLIT_SUPER_TILED fourcc_mod_code(VIVANTE, 4)
-
/* NVIDIA Tegra frame buffer modifiers */
/*
@@ -351,6 +351,27 @@ extern "C" {
*/
#define NV_FORMAT_MOD_TEGRA_16BX2_BLOCK(v) fourcc_mod_tegra_code(2, v)
+/*
+ * Broadcom VC4 "T" format
+ *
+ * This is the primary layout that the V3D GPU can texture from (it
+ * can't do linear). The T format has:
+ *
+ * - 64b utiles of pixels in a raster-order grid according to cpp. It's 4x4
+ * pixels at 32 bit depth.
+ *
+ * - 1k subtiles made of a 4x4 raster-order grid of 64b utiles (so usually
+ * 16x16 pixels).
+ *
+ * - 4k tiles made of a 2x2 grid of 1k subtiles (so usually 32x32 pixels). On
+ * even 4k tile rows, they're arranged as (BL, TL, TR, BR), and on odd rows
+ * they're (TR, BR, BL, TL), where bottom left is start of memory.
+ *
+ * - an image made of 4k tiles in rows either left-to-right (even rows of 4k
+ * tiles) or right-to-left (odd rows of 4k tiles).
+ */
+#define DRM_FORMAT_MOD_BROADCOM_VC4_T_TILED fourcc_mod_code(BROADCOM, 1)
+
#if defined(__cplusplus)
}
#endif