On Don, 2013-12-05 at 18:43 +0100, Marek Olšák wrote: > From: Marek Olšák <marek.ol...@amd.com> > > This fixes valgrind errors in glxinfo.
[...] > diff --git a/src/gallium/drivers/radeonsi/si_state.c > b/src/gallium/drivers/radeonsi/si_state.c > index 9831fd8..b644d56 100644 > --- a/src/gallium/drivers/radeonsi/si_state.c > +++ b/src/gallium/drivers/radeonsi/si_state.c > @@ -2282,15 +2282,12 @@ static void si_bind_vs_shader(struct pipe_context > *ctx, void *state) > if (rctx->vs_shader == sel) > return; > > - rctx->vs_shader = sel; > - > - if (sel && sel->current) { > - si_pm4_bind_state(rctx, vs, sel->current->pm4); > - rctx->b.streamout.stride_in_dw = sel->so.stride; > - } else { > - si_pm4_bind_state(rctx, vs, rctx->dummy_pixel_shader->pm4); > - } > + if (!sel || !sel->current) > + return; > > + rctx->vs_shader = sel; > + si_pm4_bind_state(rctx, vs, sel->current->pm4); > + rctx->b.streamout.stride_in_dw = sel->so.stride; > rctx->b.flags |= R600_CONTEXT_INV_SHADER_CACHE; > } I've been wondering for a while if it's a good idea to use the dummy pixel shader as the vertex shader... It might be safer to just not draw anything if there is no vertex shader, or is there anything sensible a dummy vertex shader could do? Anyway, this patch doesn't make that situation any worse than it is. Also, while I'm not a big fan of the way patch 5 duplicates the same comment everywhere, I guess it's better than no comments... So, this series is Reviewed-by: Michel Dänzer <michel.daen...@amd.com> -- Earthling Michel Dänzer | http://www.amd.com Libre software enthusiast | Mesa and X developer _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev