Hi Mika, On 11 December 2017 at 11:11, Mika Kahola <mika.kahola@xxxxxxxxx> wrote: > On Thu, 2017-08-24 at 22:10 +0300, ville.syrjala@xxxxxxxxxxxxxxx wrote: >> Allow sprites to scan out compressed framebuffers. >> >> Since different platforms have a different set of planes that >> support CCS let's add a small helper to determine whether a >> specific plane supports CCS or not. Currently that information >> is spread around in many places, and not all the pieces of >> code even agree with each other. >> >> In addition to allowing sprites to scan out compressed fbs, >> the other fix here is that we stop rejecting them on pipe C >> on CNL. > Unfortunately, this patch didn't apply cleanly on top of the latest > drm-tip. Overall, the patch looks good to me. Did you manage to test this? When I tried, the DDB/watermark allocation was too conservative for sprites, and never allowed enough blocks to be able to use anything but linear or X-tiled on sprite planes. The allocation was almost entirely taken up by the primary plane, even if that itself was later set to linear or X-tiled. I observed this on SKL with both 3200x1800 and 2560x1440 output sizes (and primary plane sizes; no scaling), as well as APL with 1920x1080. Cheers, Daniel _______________________________________________ Intel-gfx mailing list Intel-gfx@xxxxxxxxxxxxxxxxxxxxx https://lists.freedesktop.org/mailman/listinfo/intel-gfx