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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>
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@ -198,7 +198,7 @@ static int vmw_gb_shader_bind(struct vmw_resource *res,
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cmd->header.size = sizeof(cmd->body);
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cmd->body.shid = res->id;
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cmd->body.mobid = bo->mem.start;
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cmd->body.offsetInBytes = 0;
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cmd->body.offsetInBytes = res->backup_offset;
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res->backup_dirty = false;
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vmw_fifo_commit(dev_priv, sizeof(*cmd));
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