[Mesa-dev] [PATCH 00/17] RadeonSI: Handling buffer allocation failures properly
Christian König
deathsimple at vodafone.de
Thu Sep 10 11:11:23 PDT 2015
Indeed nice cleanup, I wonder if that helps with our current problem as
well. But allocation failures are printed in dmesg as well, aren't they?
Anyway patches are Acked-by: Christian König <christian.koenig at amd.com>
Regards,
Christian.
On 10.09.2015 19:56, Marek Olšák wrote:
> 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
> _______________________________________________
> mesa-dev mailing list
> mesa-dev at lists.freedesktop.org
> http://lists.freedesktop.org/mailman/listinfo/mesa-dev
More information about the mesa-dev
mailing list