if (dev_priv->active_display_unit == vmw_du_screen_target) {
max_width = min(max_width, dev_priv->stdu_max_width);
+ max_width = min(max_width, dev_priv->texture_max_width);
+
max_height = min(max_height, dev_priv->stdu_max_height);
+ max_height = min(max_height, dev_priv->texture_max_height);
}
/* Add preferred mode */
dev_priv->active_display_unit = vmw_du_screen_target;
- if (!(dev_priv->capabilities & SVGA_CAP_3D)) {
+ 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
*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) {
+ DRM_ERROR("%ux%u\n, exeeds max surface size %ux%u",
+ size.width, size.height,
+ max_width, max_height);
+ return -EINVAL;
+ }
} else {
const struct svga3d_surface_desc *desc;