primary_enabled = !drm_rect_equals(dst, clip) || colorkey_enabled(intel_plane);
WARN_ON(!primary_enabled && !state->visible && intel_crtc->active);
- mutex_lock(&dev->struct_mutex);
-
- /* Note that this will apply the VT-d workaround for scanouts,
- * which is more restrictive than required for sprites. (The
- * primary plane requires 256KiB alignment with 64 PTE padding,
- * the sprite planes only require 128KiB alignment and 32 PTE padding.
- */
- ret = intel_pin_and_fence_fb_obj(dev, obj, NULL);
- i915_gem_track_fb(old_obj, obj,
- INTEL_FRONTBUFFER_SPRITE(pipe));
- mutex_unlock(&dev->struct_mutex);
+ if (old_obj != obj) {
+ mutex_lock(&dev->struct_mutex);
- if (ret)
- return ret;
+ /* Note that this will apply the VT-d workaround for scanouts,
+ * which is more restrictive than required for sprites. (The
+ * primary plane requires 256KiB alignment with 64 PTE padding,
+ * the sprite planes only require 128KiB alignment and 32 PTE
+ * padding.
+ */
+ ret = intel_pin_and_fence_fb_obj(dev, obj, NULL);
+ if (ret == 0)
+ i915_gem_track_fb(old_obj, obj,
+ INTEL_FRONTBUFFER_SPRITE(pipe));
+ mutex_unlock(&dev->struct_mutex);
+ if (ret)
+ return ret;
+ }
intel_plane->crtc_x = state->orig_dst.x1;
intel_plane->crtc_y = state->orig_dst.y1;
}
/* Unpin old obj after new one is active to avoid ugliness */
- if (old_obj) {
+ if (old_obj && old_obj != obj) {
+
/*
* It's fairly common to simply update the position of
* an existing object. In that case, we don't need to
* wait for vblank to avoid ugliness, we only need to
* do the pin & ref bookkeeping.
*/
- if (old_obj != obj && intel_crtc->active)
+ if (intel_crtc->active)
intel_wait_for_vblank(dev, intel_crtc->pipe);
mutex_lock(&dev->struct_mutex);