Commit 9f0ba3d9 authored by Steve Longerbeam's avatar Steve Longerbeam Committed by Philipp Zabel

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: default avatarSteve Longerbeam <steve_longerbeam@mentor.com>
Signed-off-by: default avatarPhilipp Zabel <p.zabel@pengutronix.de>
parent bbe4a089
...@@ -530,17 +530,17 @@ static const struct ipu_rgb def_bgra_16 = { ...@@ -530,17 +530,17 @@ static const struct ipu_rgb def_bgra_16 = {
#define Y_OFFSET(pix, x, y) ((x) + pix->width * (y)) #define Y_OFFSET(pix, x, y) ((x) + pix->width * (y))
#define U_OFFSET(pix, x, y) ((pix->width * pix->height) + \ #define U_OFFSET(pix, x, y) ((pix->width * pix->height) + \
(pix->width * (y) / 4) + (x) / 2) (pix->width * ((y) / 2) / 2) + (x) / 2)
#define V_OFFSET(pix, x, y) ((pix->width * pix->height) + \ #define V_OFFSET(pix, x, y) ((pix->width * pix->height) + \
(pix->width * pix->height / 4) + \ (pix->width * pix->height / 4) + \
(pix->width * (y) / 4) + (x) / 2) (pix->width * ((y) / 2) / 2) + (x) / 2)
#define U2_OFFSET(pix, x, y) ((pix->width * pix->height) + \ #define U2_OFFSET(pix, x, y) ((pix->width * pix->height) + \
(pix->width * (y) / 2) + (x) / 2) (pix->width * (y) / 2) + (x) / 2)
#define V2_OFFSET(pix, x, y) ((pix->width * pix->height) + \ #define V2_OFFSET(pix, x, y) ((pix->width * pix->height) + \
(pix->width * pix->height / 2) + \ (pix->width * pix->height / 2) + \
(pix->width * (y) / 2) + (x) / 2) (pix->width * (y) / 2) + (x) / 2)
#define UV_OFFSET(pix, x, y) ((pix->width * pix->height) + \ #define UV_OFFSET(pix, x, y) ((pix->width * pix->height) + \
(pix->width * (y) / 2) + (x)) (pix->width * ((y) / 2)) + (x))
#define UV2_OFFSET(pix, x, y) ((pix->width * pix->height) + \ #define UV2_OFFSET(pix, x, y) ((pix->width * pix->height) + \
(pix->width * y) + (x)) (pix->width * y) + (x))
......
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