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drm/i915: Use pixel size for computing linear offsets into a sprite
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This fixes an original bug in the sprite code that miscomputed the
source offset into a linear YUV packed framebuffer, that was magnified
into an oops with

commit 5a35e99
Author: Damien Lespiau <damien.lespiau@intel.com>
Date:   Fri Oct 26 18:20:12 2012 +0100

    drm/i915: adjust sprite base address

Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Cc: Daniel Vetter <daniel.vetter@ffwll.com>
Cc: Damien Lespiau <damien.lespiau@intel.com>
Cc: Ville Syrjälä <ville.syrjala@linux.intel.com>
Reviewed-by: Ville Syrjälä <ville.syrjala@linux.intel.com>
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
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Chris Wilson authored and Daniel Vetter committed Jan 9, 2013
1 parent c16ed4b commit ca320ac
Showing 1 changed file with 4 additions and 6 deletions.
10 changes: 4 additions & 6 deletions drivers/gpu/drm/i915/intel_sprite.c
Original file line number Diff line number Diff line change
Expand Up @@ -120,11 +120,10 @@ ivb_update_plane(struct drm_plane *plane, struct drm_framebuffer *fb,
I915_WRITE(SPRSTRIDE(pipe), fb->pitches[0]);
I915_WRITE(SPRPOS(pipe), (crtc_y << 16) | crtc_x);

linear_offset = y * fb->pitches[0] + x * (fb->bits_per_pixel / 8);
linear_offset = y * fb->pitches[0] + x * pixel_size;
sprsurf_offset =
intel_gen4_compute_offset_xtiled(&x, &y,
fb->bits_per_pixel / 8,
fb->pitches[0]);
pixel_size, fb->pitches[0]);
linear_offset -= sprsurf_offset;

/* HSW consolidates SPRTILEOFF and SPRLINOFF into a single SPROFFSET
Expand Down Expand Up @@ -286,11 +285,10 @@ ilk_update_plane(struct drm_plane *plane, struct drm_framebuffer *fb,
I915_WRITE(DVSSTRIDE(pipe), fb->pitches[0]);
I915_WRITE(DVSPOS(pipe), (crtc_y << 16) | crtc_x);

linear_offset = y * fb->pitches[0] + x * (fb->bits_per_pixel / 8);
linear_offset = y * fb->pitches[0] + x * pixel_size;
dvssurf_offset =
intel_gen4_compute_offset_xtiled(&x, &y,
fb->bits_per_pixel / 8,
fb->pitches[0]);
pixel_size, fb->pitches[0]);
linear_offset -= dvssurf_offset;

if (obj->tiling_mode != I915_TILING_NONE)
Expand Down

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