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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>
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@ -530,17 +530,17 @@ static const struct ipu_rgb def_bgra_16 = {
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#define Y_OFFSET(pix, x, y) ((x) + pix->width * (y))
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#define U_OFFSET(pix, x, y) ((pix->width * pix->height) + \
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(pix->width * (y) / 4) + (x) / 2)
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(pix->width * ((y) / 2) / 2) + (x) / 2)
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#define V_OFFSET(pix, x, y) ((pix->width * pix->height) + \
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(pix->width * pix->height / 4) + \
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(pix->width * (y) / 4) + (x) / 2)
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(pix->width * ((y) / 2) / 2) + (x) / 2)
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#define U2_OFFSET(pix, x, y) ((pix->width * pix->height) + \
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(pix->width * (y) / 2) + (x) / 2)
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#define V2_OFFSET(pix, x, y) ((pix->width * pix->height) + \
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(pix->width * pix->height / 2) + \
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(pix->width * (y) / 2) + (x) / 2)
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#define UV_OFFSET(pix, x, y) ((pix->width * pix->height) + \
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(pix->width * (y) / 2) + (x))
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(pix->width * ((y) / 2)) + (x))
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#define UV2_OFFSET(pix, x, y) ((pix->width * pix->height) + \
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(pix->width * y) + (x))
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