dev_priv->active_display_unit = vmw_du_screen_target;
- if (dev_priv->capabilities & SVGA_CAP_3D) {
- /*
- * For 3D VMs, display (scanout) buffer size is the smaller of
- * max texture and max STDU
- */
- uint32_t max_width, max_height;
-
- max_width = min(dev_priv->texture_max_width,
- dev_priv->stdu_max_width);
- max_height = min(dev_priv->texture_max_height,
- dev_priv->stdu_max_height);
-
- dev->mode_config.max_width = max_width;
- dev->mode_config.max_height = max_height;
- } else {
- /*
- * Given various display aspect ratios, there's no way to
- * estimate these using prim_bb_mem. So just set these to
- * something arbitrarily large and we will reject any layout
- * that doesn't fit prim_bb_mem later
- */
- dev->mode_config.max_width = 8192;
- dev->mode_config.max_height = 8192;
- }
-
vmw_kms_create_implicit_placement_property(dev_priv, false);
for (i = 0; i < VMWGFX_NUM_DISPLAY_UNITS; ++i) {
*srf_out = NULL;
if (for_scanout) {
- uint32_t max_width, max_height;
-
if (!svga3dsurface_is_screen_target_format(format)) {
DRM_ERROR("Invalid Screen Target surface format.");
return -EINVAL;
}
- max_width = min(dev_priv->texture_max_width,
- dev_priv->stdu_max_width);
- max_height = min(dev_priv->texture_max_height,
- dev_priv->stdu_max_height);
-
- if (size.width > max_width || size.height > max_height) {
+ if (size.width > dev_priv->texture_max_width ||
+ size.height > dev_priv->texture_max_height) {
DRM_ERROR("%ux%u\n, exceeds max surface size %ux%u",
size.width, size.height,
- max_width, max_height);
+ dev_priv->texture_max_width,
+ dev_priv->texture_max_height);
return -EINVAL;
}
} else {
if (srf->flags & SVGA3D_SURFACE_BIND_STREAM_OUTPUT)
srf->res.backup_size += sizeof(SVGA3dDXSOState);
+ /*
+ * Don't set SVGA3D_SURFACE_SCREENTARGET flag for a scanout surface with
+ * size greater than STDU max width/height. This is really a workaround
+ * to support creation of big framebuffer requested by some user-space
+ * for whole topology. That big framebuffer won't really be used for
+ * binding with screen target as during prepare_fb a separate surface is
+ * created so it's safe to ignore SVGA3D_SURFACE_SCREENTARGET flag.
+ */
if (dev_priv->active_display_unit == vmw_du_screen_target &&
- for_scanout)
+ for_scanout && size.width <= dev_priv->stdu_max_width &&
+ size.height <= dev_priv->stdu_max_height)
srf->flags |= SVGA3D_SURFACE_SCREENTARGET;
/*