drm/vmwgfx: Don't impose STDU limits on framebuffer size

If framebuffers are larger, we create bounce surfaces that are within
STDU limits.

Signed-off-by: Deepak Rawat <drawat@vmware.com>
Reviewed-by: Thomas Hellstrom <thellstrom@vmware.com>
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
This commit is contained in:
Deepak Rawat 2018-09-13 12:46:10 +02:00 committed by Thomas Hellstrom
parent 140b4e67c2
commit a4bd815a94
2 changed files with 14 additions and 35 deletions

View File

@ -1600,31 +1600,6 @@ int vmw_kms_stdu_init_display(struct vmw_private *dev_priv)
dev_priv->active_display_unit = vmw_du_screen_target; dev_priv->active_display_unit = vmw_du_screen_target;
if (dev_priv->capabilities & SVGA_CAP_3D) {
/*
* For 3D VMs, display (scanout) buffer size is the smaller of
* max texture and max STDU
*/
uint32_t max_width, max_height;
max_width = min(dev_priv->texture_max_width,
dev_priv->stdu_max_width);
max_height = min(dev_priv->texture_max_height,
dev_priv->stdu_max_height);
dev->mode_config.max_width = max_width;
dev->mode_config.max_height = max_height;
} else {
/*
* Given various display aspect ratios, there's no way to
* estimate these using prim_bb_mem. So just set these to
* something arbitrarily large and we will reject any layout
* that doesn't fit prim_bb_mem later
*/
dev->mode_config.max_width = 8192;
dev->mode_config.max_height = 8192;
}
vmw_kms_create_implicit_placement_property(dev_priv, false); vmw_kms_create_implicit_placement_property(dev_priv, false);
for (i = 0; i < VMWGFX_NUM_DISPLAY_UNITS; ++i) { for (i = 0; i < VMWGFX_NUM_DISPLAY_UNITS; ++i) {

View File

@ -1404,22 +1404,17 @@ int vmw_surface_gb_priv_define(struct drm_device *dev,
*srf_out = NULL; *srf_out = NULL;
if (for_scanout) { if (for_scanout) {
uint32_t max_width, max_height;
if (!svga3dsurface_is_screen_target_format(format)) { if (!svga3dsurface_is_screen_target_format(format)) {
DRM_ERROR("Invalid Screen Target surface format."); DRM_ERROR("Invalid Screen Target surface format.");
return -EINVAL; return -EINVAL;
} }
max_width = min(dev_priv->texture_max_width, if (size.width > dev_priv->texture_max_width ||
dev_priv->stdu_max_width); size.height > dev_priv->texture_max_height) {
max_height = min(dev_priv->texture_max_height,
dev_priv->stdu_max_height);
if (size.width > max_width || size.height > max_height) {
DRM_ERROR("%ux%u\n, exceeds max surface size %ux%u", DRM_ERROR("%ux%u\n, exceeds max surface size %ux%u",
size.width, size.height, size.width, size.height,
max_width, max_height); dev_priv->texture_max_width,
dev_priv->texture_max_height);
return -EINVAL; return -EINVAL;
} }
} else { } else {
@ -1495,8 +1490,17 @@ int vmw_surface_gb_priv_define(struct drm_device *dev,
if (srf->flags & SVGA3D_SURFACE_BIND_STREAM_OUTPUT) if (srf->flags & SVGA3D_SURFACE_BIND_STREAM_OUTPUT)
srf->res.backup_size += sizeof(SVGA3dDXSOState); srf->res.backup_size += sizeof(SVGA3dDXSOState);
/*
* Don't set SVGA3D_SURFACE_SCREENTARGET flag for a scanout surface with
* size greater than STDU max width/height. This is really a workaround
* to support creation of big framebuffer requested by some user-space
* for whole topology. That big framebuffer won't really be used for
* binding with screen target as during prepare_fb a separate surface is
* created so it's safe to ignore SVGA3D_SURFACE_SCREENTARGET flag.
*/
if (dev_priv->active_display_unit == vmw_du_screen_target && if (dev_priv->active_display_unit == vmw_du_screen_target &&
for_scanout) for_scanout && size.width <= dev_priv->stdu_max_width &&
size.height <= dev_priv->stdu_max_height)
srf->flags |= SVGA3D_SURFACE_SCREENTARGET; srf->flags |= SVGA3D_SURFACE_SCREENTARGET;
/* /*