[Nouveau] [PATCH] graph/nvc0: Fix engine pointer retrieval

Ben Skeggs skeggsb at gmail.com
Tue Feb 17 14:48:47 PST 2015


On Tue, Feb 17, 2015 at 4:55 PM, Alexandre Courbot <acourbot at nvidia.com> wrote:
> From: Lauri Peltonen <lpeltonen at nvidia.com>
>
> Other methods in this file suggest this is the correct way to retrieve
> the engine pointer.
Yes, oops.  I've been working to find a way to make all this stuff
less dodgy and error-prone, while still keeping the amount of
boiler-plate to a minimum.  It's not an easy task, and I've dropped
several approaches already.  I think I'm onto a decent one, finally,
but it's a lot of work and tricky to do in a bisectable way.
Hopefully I'll have something mergable soon.

Thanks for the patch :)

Ben.

>
> Signed-off-by: Lauri Peltonen <lpeltonen at nvidia.com>
> Signed-off-by: Alexandre Courbot <acourbot at nvidia.com>
> ---
>  drm/nouveau/nvkm/engine/gr/gf100.c | 2 +-
>  1 file changed, 1 insertion(+), 1 deletion(-)
>
> diff --git a/drm/nouveau/nvkm/engine/gr/gf100.c b/drm/nouveau/nvkm/engine/gr/gf100.c
> index b751d0dc4bf3..34b6d4baea16 100644
> --- a/drm/nouveau/nvkm/engine/gr/gf100.c
> +++ b/drm/nouveau/nvkm/engine/gr/gf100.c
> @@ -241,7 +241,7 @@ static int
>  gf100_gr_set_shader_exceptions(struct nvkm_object *object, u32 mthd,
>                                void *pdata, u32 size)
>  {
> -       struct gf100_gr_priv *priv = (void *)nv_engine(object);
> +       struct gf100_gr_priv *priv = (void *)object->engine;
>         if (size >= sizeof(u32)) {
>                 u32 data = *(u32 *)pdata ? 0xffffffff : 0x00000000;
>                 nv_wr32(priv, 0x419e44, data);
> --
> 2.3.0
>
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