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

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>
This commit is contained in:
Thomas Hellstrom 2014-12-02 03:41:01 -08:00
parent 89669e7a7f
commit b8ccd1e490

View File

@ -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));