1, 0);
f->fmt.pix.bytesperline = f->fmt.pix.width * mfmt->ybbp;
if (!mfmt->remove_padding) {
- int align_mask = ((32 * mfmt->depth) >> 3) - 1;
- /* GPU isn't removing padding, so stride is aligned to 32 */
- f->fmt.pix.bytesperline =
- (f->fmt.pix.bytesperline + align_mask) & ~align_mask;
+ if (mfmt->depth == 24) {
+ /*
+ * 24bpp is a pain as we can't use simple masking.
+ * Min stride is width aligned to 16, times 24bpp.
+ */
+ f->fmt.pix.bytesperline =
+ ((f->fmt.pix.width + 15) & ~15) * 3;
+ } else {
+ /*
+ * GPU isn't removing padding, so stride is aligned to
+ * 32
+ */
+ int align_mask = ((32 * mfmt->depth) >> 3) - 1;
+
+ f->fmt.pix.bytesperline =
+ (f->fmt.pix.bytesperline + align_mask) &
+ ~align_mask;
+ }
v4l2_dbg(1, bcm2835_v4l2_debug, &dev->v4l2_dev,
- "Not removing padding, so bytes/line = %d, (align_mask %d)\n",
- f->fmt.pix.bytesperline, align_mask);
+ "Not removing padding, so bytes/line = %d\n",
+ f->fmt.pix.bytesperline);
}
/* Image buffer has to be padded to allow for alignment, even though