[Mesa-dev] [PATCH] radeonsi: Enable VGPR spilling for all shader types v3

Michel Dänzer michel at daenzer.net
Wed Jan 21 18:27:32 PST 2015

On 21.01.2015 21:12, Marek Olšák wrote:
> We also had a case when the CPU accidentally corrupted shaders,
> because the shaders were mapped after textures and a CPU texture
> upload overflowed and overwrote shaders. I suppose we should have
> unmapped the shaders.

Sounds like a good idea.

Tom, for now I suggest this solution, summarized from Marek's previous

(At least) for shaders which have relocations, keep a copy of the
machine code in malloced memory. When the relocated values change,
update them in the malloced memory, allocate a new BO, map it, copy the
machine code from the malloced memory to the BO, replace any existing
shader BO with the new one and invalidate the shader state.

Earthling Michel Dänzer               |               http://www.amd.com
Libre software enthusiast             |             Mesa and X developer

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