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... even though it was disabled. A mistake in the handling of fence reuse caused us to skip the vital delay of waiting for the object to finish rendering before changing the register. This resulted in us changing the fence register whilst the bo was active and so causing the blits to complete using the wrong stride or even the wrong tiling. (Visually the effect is that small blocks of the screen look like they have been interlaced). The fix is to wait for the GPU to finish using the memory region pointed to by the fence before changing it. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=34584 Cc: Andy Whitcroft <apw@canonical.com> Cc: Daniel Vetter <daniel.vetter@ffwll.ch> Reviewed-by:Daniel Vetter <daniel.vetter@ffwll.ch> [Note for 2.6.38-stable, we need to reintroduce the interruptible passing] Signed-off-by:
Chris Wilson <chris@chris-wilson.co.uk> Tested-by:
Dave Airlie <airlied@linux.ie>
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