drm/tegra: Add support for tiled buffer objects
The gr2d and gr3d engines work more efficiently on buffers with a tiled memory layout. Allow created buffers to be marked as tiled so that the display controller can scan them out properly. Signed-off-by: Thierry Reding <thierry.reding@avionic-design.de> Signed-off-by: Thierry Reding <treding@nvidia.com>
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Thierry Reding

parent
5f60ed0d84
commit
773af77fc4
@@ -34,6 +34,16 @@ struct tegra_bo *tegra_fb_get_plane(struct drm_framebuffer *framebuffer,
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return fb->planes[index];
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}
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bool tegra_fb_is_tiled(struct drm_framebuffer *framebuffer)
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{
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struct tegra_fb *fb = to_tegra_fb(framebuffer);
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if (fb->planes[0]->flags & TEGRA_BO_TILED)
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return true;
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return false;
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}
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static void tegra_fb_destroy(struct drm_framebuffer *framebuffer)
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{
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struct tegra_fb *fb = to_tegra_fb(framebuffer);
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@@ -188,7 +198,7 @@ static int tegra_fbdev_probe(struct drm_fb_helper *helper,
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size = cmd.pitches[0] * cmd.height;
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bo = tegra_bo_create(drm, size);
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bo = tegra_bo_create(drm, size, 0);
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if (IS_ERR(bo))
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return PTR_ERR(bo);
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