[Mesa-dev] [PATCH 00/17] RadeonSI: Handling buffer allocation failures properly
Michel Dänzer
michel at daenzer.net
Thu Sep 10 20:08:00 PDT 2015
On 11.09.2015 02:56, 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.
The series is
Reviewed-by: Michel Dänzer <michel.daenzer at amd.com>
--
Earthling Michel Dänzer | http://www.amd.com
Libre software enthusiast | Mesa and X developer
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