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[3/3] drm/vmwgfx: (Re)bind shaders to MOBs with the correct offset

Message ID 1417521594-3437-4-git-send-email-thellstrom@vmware.com (mailing list archive)
State New, archived
Headers show

Commit Message

Thomas Hellstrom Dec. 2, 2014, 11:59 a.m. UTC
This codepath is mostly hit when rebinding after a backup buffer swapout. It's
amazing that this error hasn't been more obvious but probably the shaders are
not reread from guest memory that often..

Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Jakob Bornecrantz <jakob@vmware.com>
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
---
 drivers/gpu/drm/vmwgfx/vmwgfx_shader.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)
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Patch

diff --git a/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c b/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
index 8719fb3..6a4584a 100644
--- a/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
+++ b/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
@@ -198,7 +198,7 @@  static int vmw_gb_shader_bind(struct vmw_resource *res,
 	cmd->header.size = sizeof(cmd->body);
 	cmd->body.shid = res->id;
 	cmd->body.mobid = bo->mem.start;
-	cmd->body.offsetInBytes = 0;
+	cmd->body.offsetInBytes = res->backup_offset;
 	res->backup_dirty = false;
 	vmw_fifo_commit(dev_priv, sizeof(*cmd));