forked from luck/tmp_suning_uos_patched
drm/sun4i: backend: Check for the number of alpha planes
Due to the way the composition is done in hardware, we can only have a single alpha-enabled plane active at a time, placed in the second (highest priority) pipe. Make sure of that in our atomic_check to not end up in an impossible scenario. Reviewed-by: Chen-Yu Tsai <wens@csie.org> Signed-off-by: Maxime Ripard <maxime.ripard@free-electrons.com> Link: https://patchwork.freedesktop.org/patch/msgid/7371f62a1385f2cbe3ed75dfca2e746338eb2286.1516617243.git-series.maxime.ripard@free-electrons.com
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@ -328,6 +328,8 @@ static int sun4i_backend_atomic_check(struct sunxi_engine *engine,
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struct drm_atomic_state *state = crtc_state->state;
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struct drm_device *drm = state->dev;
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struct drm_plane *plane;
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unsigned int num_planes = 0;
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unsigned int num_alpha_planes = 0;
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unsigned int num_frontend_planes = 0;
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DRM_DEBUG_DRIVER("Starting checking our planes\n");
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@ -340,6 +342,8 @@ static int sun4i_backend_atomic_check(struct sunxi_engine *engine,
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drm_atomic_get_plane_state(state, plane);
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struct sun4i_layer_state *layer_state =
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state_to_sun4i_layer_state(plane_state);
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struct drm_framebuffer *fb = plane_state->fb;
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struct drm_format_name_buf format_name;
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if (sun4i_backend_plane_uses_frontend(plane_state)) {
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DRM_DEBUG_DRIVER("Using the frontend for plane %d\n",
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@ -350,6 +354,50 @@ static int sun4i_backend_atomic_check(struct sunxi_engine *engine,
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} else {
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layer_state->uses_frontend = false;
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}
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DRM_DEBUG_DRIVER("Plane FB format is %s\n",
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drm_get_format_name(fb->format->format,
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&format_name));
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if (fb->format->has_alpha)
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num_alpha_planes++;
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num_planes++;
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}
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/*
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* The hardware is a bit unusual here.
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*
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* Even though it supports 4 layers, it does the composition
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* in two separate steps.
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*
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* The first one is assigning a layer to one of its two
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* pipes. If more that 1 layer is assigned to the same pipe,
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* and if pixels overlaps, the pipe will take the pixel from
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* the layer with the highest priority.
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*
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* The second step is the actual alpha blending, that takes
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* the two pipes as input, and uses the eventual alpha
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* component to do the transparency between the two.
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*
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* This two steps scenario makes us unable to guarantee a
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* robust alpha blending between the 4 layers in all
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* situations, since this means that we need to have one layer
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* with alpha at the lowest position of our two pipes.
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*
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* However, we cannot even do that, since the hardware has a
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* bug where the lowest plane of the lowest pipe (pipe 0,
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* priority 0), if it has any alpha, will discard the pixel
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* entirely and just display the pixels in the background
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* color (black by default).
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*
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* This means that we effectively have only three valid
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* configurations with alpha, all of them with the alpha being
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* on pipe1 with the lowest position, which can be 1, 2 or 3
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* depending on the number of planes and their zpos.
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*/
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if (num_alpha_planes > SUN4I_BACKEND_NUM_ALPHA_LAYERS) {
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DRM_DEBUG_DRIVER("Too many planes with alpha, rejecting...\n");
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return -EINVAL;
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}
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if (num_frontend_planes > SUN4I_BACKEND_NUM_FRONTEND_LAYERS) {
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@ -357,6 +405,9 @@ static int sun4i_backend_atomic_check(struct sunxi_engine *engine,
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return -EINVAL;
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}
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DRM_DEBUG_DRIVER("State valid with %u planes, %u alpha, %u video\n",
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num_planes, num_alpha_planes, num_frontend_planes);
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return 0;
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}
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@ -146,6 +146,8 @@
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#define SUN4I_BACKEND_HWCCOLORTAB_OFF 0x4c00
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#define SUN4I_BACKEND_PIPE_OFF(p) (0x5000 + (0x400 * (p)))
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#define SUN4I_BACKEND_NUM_LAYERS 4
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#define SUN4I_BACKEND_NUM_ALPHA_LAYERS 1
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#define SUN4I_BACKEND_NUM_FRONTEND_LAYERS 1
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struct sun4i_backend {
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@ -201,32 +201,12 @@ struct drm_plane **sun4i_layers_init(struct drm_device *drm,
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struct sun4i_backend *backend = engine_to_sun4i_backend(engine);
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int i;
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planes = devm_kcalloc(drm->dev, ARRAY_SIZE(sun4i_backend_planes) + 1,
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/* We need to have a sentinel at the need, hence the overallocation */
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planes = devm_kcalloc(drm->dev, SUN4I_BACKEND_NUM_LAYERS + 1,
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sizeof(*planes), GFP_KERNEL);
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if (!planes)
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return ERR_PTR(-ENOMEM);
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/*
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* The hardware is a bit unusual here.
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*
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* Even though it supports 4 layers, it does the composition
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* in two separate steps.
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*
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* The first one is assigning a layer to one of its two
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* pipes. If more that 1 layer is assigned to the same pipe,
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* and if pixels overlaps, the pipe will take the pixel from
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* the layer with the highest priority.
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*
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* The second step is the actual alpha blending, that takes
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* the two pipes as input, and uses the eventual alpha
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* component to do the transparency between the two.
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*
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* This two steps scenario makes us unable to guarantee a
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* robust alpha blending between the 4 layers in all
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* situations. So we just expose two layers, one per pipe. On
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* SoCs that support it, sprites could fill the need for more
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* layers.
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*/
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for (i = 0; i < ARRAY_SIZE(sun4i_backend_planes); i++) {
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const struct sun4i_plane_desc *plane = &sun4i_backend_planes[i];
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struct sun4i_layer *layer;
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