I see. Feel free to commit then.<br><br>Marek<br><br><div class="gmail_quote">On Wed, Nov 24, 2010 at 8:24 PM, Brian Paul <span dir="ltr"><<a href="mailto:brianp@vmware.com">brianp@vmware.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
Do you mean an out of memory check after we start rendering? That's when state validation would happen and we might get a late out of memory error.<br>
<br>
Feel free to add a follow-up patch for that.<br>
<br>
-Brian<div class="im"><br>
<br>
<br>
On 11/24/2010 12:18 PM, Marek Olšák wrote:<br>
</div><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class="im">
Looks good, though the OUT_OF_MEMORY check should probably stay in my<br>
opinion, as it's a valid GL error that can be expected in this case,<br>
isn't it? Texture allocations may still fail in DRM and if that happens,<br>
NULL is returned in pipe_screen::resource_create (r300g).<br>
<br>
Marek<br>
<br>
On Wed, Nov 24, 2010 at 7:55 PM, Brian Paul <<a href="mailto:brianp@vmware.com" target="_blank">brianp@vmware.com</a><br></div><div class="im">
<mailto:<a href="mailto:brianp@vmware.com" target="_blank">brianp@vmware.com</a>>> wrote:<br>
<br>
<br>
Here's a patch for the new tex3d-maxsize test. The test now uses a<br>
proxy texture to find the largest working texture size and uses that<br>
to render something.<br>
<br>
Before if we couldn't create a 3D texture of GL_MAX_3D_TEXTURE_SIZE<br>
^ 3 we just gave up.<br>
<br>
-Brian<br>
<br>
<br>
<br>
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