Restricting the fence to the end of the previous tile-row breaks access
to the final portion of the object. On gen2/3 we employed lazy fencing
to pad out the fence with scratch page to provide access to the tail,
and now we also pad out the object on gen4+ we can apply the same fix.
Fixes:
af1a7301c7cf ("drm/i915: Only fence tiled region of object.")
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Joonas Lahtinen <joonas.lahtinen@linux.intel.com>
Link: http://patchwork.freedesktop.org/patch/msgid/20170109161613.11881-5-chris@chris-wilson.co.uk
val = 0;
if (vma) {
unsigned int stride = i915_gem_object_get_stride(vma->obj);
- u32 row_size = i915_gem_object_get_tile_row_size(vma->obj);
- u32 size = rounddown((u32)vma->fence_size, row_size);
GEM_BUG_ON(!i915_vma_is_map_and_fenceable(vma));
GEM_BUG_ON(vma->node.start & 4095);
GEM_BUG_ON(vma->fence_size & 4095);
GEM_BUG_ON(stride & 127);
- val = (vma->node.start + size - 4096) << 32;
+ val = (vma->node.start + vma->fence_size - 4096) << 32;
val |= vma->node.start;
val |= (u64)((stride / 128) - 1) << fence_pitch_shift;
if (i915_gem_object_get_tiling(vma->obj) == I915_TILING_Y)