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authorBoris Brezillon <boris.brezillon@collabora.com>2020-01-31 13:42:19 +0100
committerDylan Baker <dylan@pnwbakers.com>2020-02-03 08:33:09 -0800
commit1aee273e3b8acf59151c236ad367642662f6c9f9 (patch)
treeb990bab62191f4ff82e5f4a27c5af6a64c22aabc
parent6b3c119c508a100c86abe057de8b9d39c62aa281 (diff)
downloadmesa-1aee273e3b8acf59151c236ad367642662f6c9f9.tar.gz
panfrost: Fix the damage box clamping logic
When the rendering are is not covering the whole FBO, and the biggest damage rect is empty, we can have damage.max{x,y} > damage.min{x,y}, which leads to invalid reload boxes. Fixes: 65ae86b85422 ("panfrost: Add support for KHR_partial_update()") Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com> Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3676> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3676> (cherry picked from commit b550b7ef3b8d12f533b67b1a03159a127a3ff34a)
-rw-r--r--.pick_status.json2
-rw-r--r--src/gallium/drivers/panfrost/pan_job.c2
2 files changed, 3 insertions, 1 deletions
diff --git a/.pick_status.json b/.pick_status.json
index 00a1c305618..f19eb505ca5 100644
--- a/.pick_status.json
+++ b/.pick_status.json
@@ -4,7 +4,7 @@
"description": "panfrost: Fix the damage box clamping logic",
"nominated": true,
"nomination_type": 1,
- "resolution": 0,
+ "resolution": 1,
"master_sha": null,
"because_sha": "65ae86b85422ae0d41624dd56f935d85b0164a13"
},
diff --git a/src/gallium/drivers/panfrost/pan_job.c b/src/gallium/drivers/panfrost/pan_job.c
index 86fc4be606b..1b143478f85 100644
--- a/src/gallium/drivers/panfrost/pan_job.c
+++ b/src/gallium/drivers/panfrost/pan_job.c
@@ -750,9 +750,11 @@ panfrost_batch_draw_wallpaper(struct panfrost_batch *batch)
damage.maxx = MIN2(batch->maxx,
rsrc->damage.biggest_rect.x +
rsrc->damage.biggest_rect.width);
+ damage.maxx = MAX2(damage.maxx, damage.minx);
damage.maxy = MIN2(batch->maxy,
rsrc->damage.biggest_rect.y +
rsrc->damage.biggest_rect.height);
+ damage.maxy = MAX2(damage.maxy, damage.miny);
/* One damage rectangle means we can end up with at most 4 reload
* regions: