The fbdev console's framebuffer can be located in I/O memory, such
as video RAM. When flushing the shadow fb, we test for this case and
use I/O-based memcpy() instead. The shadow fb is always in system
memory.

Signed-off-by: Thomas Zimmermann <[email protected]>
---
 drivers/gpu/drm/drm_fb_helper.c | 6 +++++-
 1 file changed, 5 insertions(+), 1 deletion(-)

diff --git a/drivers/gpu/drm/drm_fb_helper.c b/drivers/gpu/drm/drm_fb_helper.c
index 174e6d97223f..e76c42f8852e 100644
--- a/drivers/gpu/drm/drm_fb_helper.c
+++ b/drivers/gpu/drm/drm_fb_helper.c
@@ -393,10 +393,14 @@ static void drm_fb_helper_dirty_blit_real(struct 
drm_fb_helper *fb_helper,
        void *src = fb_helper->fbdev->screen_buffer + offset;
        void *dst = fb_helper->buffer->vaddr + offset;
        size_t len = (clip->x2 - clip->x1) * cpp;
+       bool is_iomem = fb_helper->buffer->vaddr_is_iomem;
        unsigned int y;
 
        for (y = clip->y1; y < clip->y2; y++) {
-               memcpy(dst, src, len);
+               if (is_iomem)
+                       memcpy_toio((void __iomem *)dst, src, len);
+               else
+                       memcpy(dst, src, len);
                src += fb->pitches[0];
                dst += fb->pitches[0];
        }
-- 
2.23.0

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