//\r
// We only want the most basic 2D features.\r
//\r
- Features &= VIRTIO_F_VERSION_1;\r
+ Features &= VIRTIO_F_VERSION_1 | VIRTIO_F_IOMMU_PLATFORM;\r
\r
//\r
// ... and write the subset of feature bits understood by the [...] driver to\r
{\r
VGPU_DEV *VgpuDev;\r
\r
+ DEBUG ((DEBUG_VERBOSE, "%a: Context=0x%p\n", __FUNCTION__, Context));\r
VgpuDev = Context;\r
VgpuDev->VirtIo->SetDeviceStatus (VgpuDev->VirtIo, 0);\r
-\r
- //\r
- // If VirtioGpuDriverBindingStart() and VirtioGpuDriverBindingStop() have\r
- // been called thus far in such a sequence that right now our (sole) child\r
- // handle exists -- with the GOP on it standing for head (scanout) #0 --,\r
- // then we have to unmap the current video mode's backing store.\r
- //\r
- if (VgpuDev->Child != NULL) {\r
- //\r
- // The current video mode is guaranteed to have a valid and mapped backing\r
- // store, due to the first Gop.SetMode() call, made internally in\r
- // InitVgpuGop().\r
- //\r
- ASSERT (VgpuDev->Child->BackingStore != NULL);\r
-\r
- VgpuDev->VirtIo->UnmapSharedBuffer (\r
- VgpuDev->VirtIo,\r
- VgpuDev->Child->BackingStoreMap\r
- );\r
- }\r
-\r
- VgpuDev->VirtIo->UnmapSharedBuffer (VgpuDev->VirtIo, VgpuDev->RingMap);\r
}\r
\r
/**\r