[Mesa-dev] [PATCH 00/17] RadeonSI: Handling buffer allocation failures properly

Marek Olšák maraeo at gmail.com
Thu Sep 10 10:56:23 PDT 2015


Hi,

I have realized that if we fail to allocate a shader, a scratch buffer, or a GS or tess ring, we still execute the draw call. This can cause hangs, because state registers are not set properly at that point.

This series tries to handle all allocation failures and also compilation failures as safely as possible. If a shader cannot be bound due to a compilation or allocation failure, the draw call is simply skipped.

I have marked all of these as candidates for 11.0.

Marek


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