> 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) _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev