Even if we're not doing downscaling we should account for
some of the extra dotclock limitations for g4x+ sprites. In
particular we must never exceed the 90% rule, and with RGB
that limits actually drops to 80%.
So instead of bailing out when upscaling let's clamp the
scaling factor appropriately and go through the rest of
calculation normally. By luck we already did the full
calculations for the 1:1 case.
Signed-off-by: Ville Syrjälä <ville.syrjala@linux.intel.com>
Link: https://patchwork.freedesktop.org/patch/msgid/20200206201204.31704-1-ville.syrjala@linux.intel.com
Reviewed-by: Jani Nikula <jani.nikula@intel.com>
hscale = drm_rect_calc_hscale(&plane_state->uapi.src,
&plane_state->uapi.dst,
0, INT_MAX);
- if (hscale < 0x10000)
- return pixel_rate;
+ hscale = max(hscale, 0x10000u);
/* Decimation steps at 2x,4x,8x,16x */
decimate = ilog2(hscale >> 16);