On 10/27/2011 10:32 PM, Kenneth Graunke wrote:
On 10/27/2011 02:59 PM, Ian Romanick wrote:
From: Ian Romanick<ian.d.roman...@intel.com>
Previously check_resources could fail, but we'd still try to optimize
the shader, do device-specific code generation, etc. In some cases,
this could explode (especially in the device-specific code
generation). I haven't found that I could trigger this with the
current code.
Really? Try running oglconform...or the attached shader_runner test.
Ah, right. Anything that uses vertex texturing would trigger this.
When too many samplers were used with the new uniform
handling code, I observed several crashes deep down in the driver.
Yeah. Basically anything that fails to link crashes in
brw_fs_precompile with current code (master).
Signed-off-by: Ian Romanick<ian.d.roman...@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41609
Cc: Eric Anholt<e...@anholt.net>
For patch 1, you get a
Reviewed-by: Kenneth Graunke<kenn...@whitecape.org>
For patch 2, you get a whopping
Reviewed-and-tested-by: Kenneth Graunke<kenn...@whitecape.org>
(it fixes the crash in the attached test)
Thanks for fixing this, Ian.
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