drm/sun4i: backend: Check for the number of alpha planes
authorMaxime Ripard <maxime.ripard@free-electrons.com>
Mon, 26 Jun 2017 20:51:15 +0000 (22:51 +0200)
committerMaxime Ripard <maxime.ripard@free-electrons.com>
Mon, 29 Jan 2018 13:02:42 +0000 (14:02 +0100)
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
drivers/gpu/drm/sun4i/sun4i_backend.c
drivers/gpu/drm/sun4i/sun4i_backend.h
drivers/gpu/drm/sun4i/sun4i_layer.c

index 0cbe9f0..245b189 100644 (file)
@@ -328,6 +328,8 @@ static int sun4i_backend_atomic_check(struct sunxi_engine *engine,
        struct drm_atomic_state *state = crtc_state->state;
        struct drm_device *drm = state->dev;
        struct drm_plane *plane;
+       unsigned int num_planes = 0;
+       unsigned int num_alpha_planes = 0;
        unsigned int num_frontend_planes = 0;
 
        DRM_DEBUG_DRIVER("Starting checking our planes\n");
@@ -340,6 +342,8 @@ static int sun4i_backend_atomic_check(struct sunxi_engine *engine,
                        drm_atomic_get_plane_state(state, plane);
                struct sun4i_layer_state *layer_state =
                        state_to_sun4i_layer_state(plane_state);
+               struct drm_framebuffer *fb = plane_state->fb;
+               struct drm_format_name_buf format_name;
 
                if (sun4i_backend_plane_uses_frontend(plane_state)) {
                        DRM_DEBUG_DRIVER("Using the frontend for plane %d\n",
@@ -350,6 +354,50 @@ static int sun4i_backend_atomic_check(struct sunxi_engine *engine,
                } else {
                        layer_state->uses_frontend = false;
                }
+
+               DRM_DEBUG_DRIVER("Plane FB format is %s\n",
+                                drm_get_format_name(fb->format->format,
+                                                    &format_name));
+               if (fb->format->has_alpha)
+                       num_alpha_planes++;
+
+               num_planes++;
+       }
+
+       /*
+        * The hardware is a bit unusual here.
+        *
+        * Even though it supports 4 layers, it does the composition
+        * in two separate steps.
+        *
+        * The first one is assigning a layer to one of its two
+        * pipes. If more that 1 layer is assigned to the same pipe,
+        * and if pixels overlaps, the pipe will take the pixel from
+        * the layer with the highest priority.
+        *
+        * The second step is the actual alpha blending, that takes
+        * the two pipes as input, and uses the eventual alpha
+        * component to do the transparency between the two.
+        *
+        * This two steps scenario makes us unable to guarantee a
+        * robust alpha blending between the 4 layers in all
+        * situations, since this means that we need to have one layer
+        * with alpha at the lowest position of our two pipes.
+        *
+        * However, we cannot even do that, since the hardware has a
+        * bug where the lowest plane of the lowest pipe (pipe 0,
+        * priority 0), if it has any alpha, will discard the pixel
+        * entirely and just display the pixels in the background
+        * color (black by default).
+        *
+        * This means that we effectively have only three valid
+        * configurations with alpha, all of them with the alpha being
+        * on pipe1 with the lowest position, which can be 1, 2 or 3
+        * depending on the number of planes and their zpos.
+        */
+       if (num_alpha_planes > SUN4I_BACKEND_NUM_ALPHA_LAYERS) {
+               DRM_DEBUG_DRIVER("Too many planes with alpha, rejecting...\n");
+               return -EINVAL;
        }
 
        if (num_frontend_planes > SUN4I_BACKEND_NUM_FRONTEND_LAYERS) {
@@ -357,6 +405,9 @@ static int sun4i_backend_atomic_check(struct sunxi_engine *engine,
                return -EINVAL;
        }
 
+       DRM_DEBUG_DRIVER("State valid with %u planes, %u alpha, %u video\n",
+                        num_planes, num_alpha_planes, num_frontend_planes);
+
        return 0;
 }
 
index 04a4f11..52e7759 100644 (file)
 #define SUN4I_BACKEND_HWCCOLORTAB_OFF          0x4c00
 #define SUN4I_BACKEND_PIPE_OFF(p)              (0x5000 + (0x400 * (p)))
 
+#define SUN4I_BACKEND_NUM_LAYERS               4
+#define SUN4I_BACKEND_NUM_ALPHA_LAYERS         1
 #define SUN4I_BACKEND_NUM_FRONTEND_LAYERS      1
 
 struct sun4i_backend {
index fbf25d5..19be798 100644 (file)
@@ -201,32 +201,12 @@ struct drm_plane **sun4i_layers_init(struct drm_device *drm,
        struct sun4i_backend *backend = engine_to_sun4i_backend(engine);
        int i;
 
-       planes = devm_kcalloc(drm->dev, ARRAY_SIZE(sun4i_backend_planes) + 1,
+       /* We need to have a sentinel at the need, hence the overallocation */
+       planes = devm_kcalloc(drm->dev, SUN4I_BACKEND_NUM_LAYERS + 1,
                              sizeof(*planes), GFP_KERNEL);
        if (!planes)
                return ERR_PTR(-ENOMEM);
 
-       /*
-        * The hardware is a bit unusual here.
-        *
-        * Even though it supports 4 layers, it does the composition
-        * in two separate steps.
-        *
-        * The first one is assigning a layer to one of its two
-        * pipes. If more that 1 layer is assigned to the same pipe,
-        * and if pixels overlaps, the pipe will take the pixel from
-        * the layer with the highest priority.
-        *
-        * The second step is the actual alpha blending, that takes
-        * the two pipes as input, and uses the eventual alpha
-        * component to do the transparency between the two.
-        *
-        * This two steps scenario makes us unable to guarantee a
-        * robust alpha blending between the 4 layers in all
-        * situations. So we just expose two layers, one per pipe. On
-        * SoCs that support it, sprites could fill the need for more
-        * layers.
-        */
        for (i = 0; i < ARRAY_SIZE(sun4i_backend_planes); i++) {
                const struct sun4i_plane_desc *plane = &sun4i_backend_planes[i];
                struct sun4i_layer *layer;