[Mesa-dev] [PATCH 1/3] radeonsi: don't hang on shader compile failure
Marek Olšák
maraeo at gmail.com
Fri Mar 24 00:00:21 UTC 2017
From: Marek Olšák <marek.olsak at amd.com>
Cc: 17.0 <mesa-stable at lists.freedesktop.org>
---
src/gallium/drivers/radeonsi/si_state_shaders.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c
index 30856b0..e1286b8 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -1239,21 +1239,21 @@ static int si_shader_select_with_key(struct si_screen *sscreen,
again:
/* Check if we don't need to change anything.
* This path is also used for most shaders that don't need multiple
* variants, it will cost just a computation of the key and this
* test. */
if (likely(current &&
memcmp(¤t->key, key, sizeof(*key)) == 0 &&
(!current->is_optimized ||
util_queue_fence_is_signalled(¤t->optimized_ready))))
- return 0;
+ return current->compilation_failed ? -1 : 0;
/* This must be done before the mutex is locked, because async GS
* compilation calls this function too, and therefore must enter
* the mutex first.
*
* Only wait if we are in a draw call. Don't wait if we are
* in a compiler thread.
*/
if (thread_index < 0)
util_queue_fence_wait(&sel->ready);
--
2.7.4
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