Message ID | 1533150747-30677-5-git-send-email-steve_longerbeam@mentor.com (mailing list archive) |
---|---|
State | New, archived |
Headers | show |
Series | None | expand |
On Wed, 2018-08-01 at 12:12 -0700, Steve Longerbeam wrote: > The U and V offset macros for planar 4:2:0 (U_OFFSET, V_OFFSET, and > UV_OFFSET), are not correct. The height component to the offset was > calculated as: > > (pix->width * y / 4) > > But this does not produce correct offsets for odd values of y (luma > line #). The luma line # must be decimated by two to produce the > correct U/V line #, so the correct formula is: > > (pix->width * (y / 2) / 2) > > Signed-off-by: Steve Longerbeam <steve_longerbeam@mentor.com> Thank you this patch is applied to imx-drm/fixes now. regards Philipp
diff --git a/drivers/gpu/ipu-v3/ipu-cpmem.c b/drivers/gpu/ipu-v3/ipu-cpmem.c index 9f2d9ec..e68e473 100644 --- a/drivers/gpu/ipu-v3/ipu-cpmem.c +++ b/drivers/gpu/ipu-v3/ipu-cpmem.c @@ -530,17 +530,17 @@ static const struct ipu_rgb def_bgra_16 = { #define Y_OFFSET(pix, x, y) ((x) + pix->width * (y)) #define U_OFFSET(pix, x, y) ((pix->width * pix->height) + \ - (pix->width * (y) / 4) + (x) / 2) + (pix->width * ((y) / 2) / 2) + (x) / 2) #define V_OFFSET(pix, x, y) ((pix->width * pix->height) + \ (pix->width * pix->height / 4) + \ - (pix->width * (y) / 4) + (x) / 2) + (pix->width * ((y) / 2) / 2) + (x) / 2) #define U2_OFFSET(pix, x, y) ((pix->width * pix->height) + \ (pix->width * (y) / 2) + (x) / 2) #define V2_OFFSET(pix, x, y) ((pix->width * pix->height) + \ (pix->width * pix->height / 2) + \ (pix->width * (y) / 2) + (x) / 2) #define UV_OFFSET(pix, x, y) ((pix->width * pix->height) + \ - (pix->width * (y) / 2) + (x)) + (pix->width * ((y) / 2)) + (x)) #define UV2_OFFSET(pix, x, y) ((pix->width * pix->height) + \ (pix->width * y) + (x))
The U and V offset macros for planar 4:2:0 (U_OFFSET, V_OFFSET, and UV_OFFSET), are not correct. The height component to the offset was calculated as: (pix->width * y / 4) But this does not produce correct offsets for odd values of y (luma line #). The luma line # must be decimated by two to produce the correct U/V line #, so the correct formula is: (pix->width * (y / 2) / 2) Signed-off-by: Steve Longerbeam <steve_longerbeam@mentor.com> --- drivers/gpu/ipu-v3/ipu-cpmem.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-)