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authorSteve Longerbeam <slongerbeam@gmail.com>2018-08-01 22:12:17 +0300
committerPhilipp Zabel <p.zabel@pengutronix.de>2018-08-02 12:47:39 +0300
commit9f0ba3d92fe63fa72f88238d9dde47a38a7d8f40 (patch)
tree2910eff025629de3a075ec1511af6505f08ace76 /drivers
parentbbe4a089e299efe696ef520e58513c12c0d497c9 (diff)
downloadlinux-9f0ba3d92fe63fa72f88238d9dde47a38a7d8f40.tar.xz
gpu: ipu-v3: Fix U/V offset macros for planar 4:2:0
The U and V offset macros for planar 4:2:0 (U_OFFSET, V_OFFSET, and UV_OFFSET), are not correct. The height component to the offset was calculated as: (pix->width * y / 4) But this does not produce correct offsets for odd values of y (luma line #). The luma line # must be decimated by two to produce the correct U/V line #, so the correct formula is: (pix->width * (y / 2) / 2) Signed-off-by: Steve Longerbeam <steve_longerbeam@mentor.com> Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gpu/ipu-v3/ipu-cpmem.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/drivers/gpu/ipu-v3/ipu-cpmem.c b/drivers/gpu/ipu-v3/ipu-cpmem.c
index 9f2d9ec42add..e68e4734f052 100644
--- a/drivers/gpu/ipu-v3/ipu-cpmem.c
+++ b/drivers/gpu/ipu-v3/ipu-cpmem.c
@@ -530,17 +530,17 @@ static const struct ipu_rgb def_bgra_16 = {
#define Y_OFFSET(pix, x, y) ((x) + pix->width * (y))
#define U_OFFSET(pix, x, y) ((pix->width * pix->height) + \
- (pix->width * (y) / 4) + (x) / 2)
+ (pix->width * ((y) / 2) / 2) + (x) / 2)
#define V_OFFSET(pix, x, y) ((pix->width * pix->height) + \
(pix->width * pix->height / 4) + \
- (pix->width * (y) / 4) + (x) / 2)
+ (pix->width * ((y) / 2) / 2) + (x) / 2)
#define U2_OFFSET(pix, x, y) ((pix->width * pix->height) + \
(pix->width * (y) / 2) + (x) / 2)
#define V2_OFFSET(pix, x, y) ((pix->width * pix->height) + \
(pix->width * pix->height / 2) + \
(pix->width * (y) / 2) + (x) / 2)
#define UV_OFFSET(pix, x, y) ((pix->width * pix->height) + \
- (pix->width * (y) / 2) + (x))
+ (pix->width * ((y) / 2)) + (x))
#define UV2_OFFSET(pix, x, y) ((pix->width * pix->height) + \
(pix->width * y) + (x))