Re: [PATCH 0/5] drm/i915: Full pipe rotation & rotation property name bikeshedding

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On Thu, Feb 13, 2014 at 11:20:49AM +0000, Chris Wilson wrote:
> On Wed, Feb 12, 2014 at 11:14:59PM +0200, ville.syrjala@xxxxxxxxxxxxxxx wrote:
> > From: Ville Syrjälä <ville.syrjala@xxxxxxxxxxxxxxx>
> > 
> > After playing around Sagar's primary plane rotation a bit, I decided that
> > extending that to full pipe rotation would be nice. Chris also seemed to
> > want that, but I'm not sure he does anymore :) But then I decided it's so
> > easy to implement that I can't leave it hanging. So here it is.
> 
> Ok, another fun issue is that I still have to reset all plane rotations
> when switching VT to X anyway, so having a property that chains the pipe
> on top of the plane rotations, just increases the amount of work I have
> to do. I may as well just set each plane rotation.

Yeah if we had atomic modeset + per-master state, and fbdev would be
like a master in this case, the correct state would get magically
blasted into the hardware on vt switch. One can dream, right? ;)

Even without that, I'd still vote for adding the full crtc rotation
property. It frees the client from having to adjust the coordinates
of individual planes when rotating the world. I guess for you that
would just mean resetting it to DRM_ROTATE_0 always.

-- 
Ville Syrjälä
Intel OTC
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