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authorVille Syrjälä <[email protected]>2018-05-29 21:28:00 +0300
committerVille Syrjälä <[email protected]>2018-06-08 21:20:21 +0300
commit672b3c4bc3d157078c00146c2d20bdd3aeec38e6 (patch)
treeeaf2796c55ccfdc724fb7219d3e6ddf485f8f8fb /tools/perf/scripts/python/check-perf-trace.py
parent51e645b6652c997a68cbadf70e62a7b0c49e63a2 (diff)
drm/i915: Fix sprite destination colorkeying on SKL+
On SKL+ the dst colorkey must be configured on the lower plane that contains the colorkey. This is in contrast to most earlier platforms where the dst colorkey is configured on the plane above. The hardware will peform dst keying only between two immediately adjacent (in zorder) planes. Plane 2 will be keyed against plane 1, plane 3 againts plane 2, and so on. There is no way to key arbitrary planes against plane 1. Thus offering dst color keying on plane 3+ is pointless. In fact it can be harmful since enabling dst keying on more than one plane on the same pipe leads to only the top-most of the planes performing the keying. For any plane lower in zorder the dst key enable is simply ignored. v2: s/plane 0/plane 1/ etc. since the hw plane names start from 1 Don't break dst colorkey on pre-SKL sprites (hunk ended in the wrong patch) Signed-off-by: Ville Syrjälä <[email protected]> Link: https://patchwork.freedesktop.org/patch/msgid/[email protected] Reviewed-by: Stanislav Lisovskiy <[email protected]> #v1
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