> No, it doesn't. The high (64 - 24) bits have to be exactly the same.
> So if your 16 MB allocation is not aligned, you could wind up with two
> shaders crossing that boundary by sheer bad luck and then things go
> boom. ARM's kernel driver dealt with it by aligning all executable
> memory allocations to 2^24, but the upstream driver doesn't have a
> solution yet.

I see, thank you. I'll make a mental note of a TODO for that.

> I could test it, but most of the freedreno tests that exercise blend
> shaders wouldn't work because you never implemented capturing the
> memory for each submission separately. Have you done that since?

I haven't gotten around to working on the pantrace/wrap infrastructure
yet, no. That said, a trivial way to trigger a blend shader is to use
divergent factors. In even just test-triangle-smoothed/cube/etc, this
should trigger a blend shader (at least on Midg):

        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_COLOR, GL_DST_COLOR)
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