On Fri, Dec 6, 2013 at 4:08 AM, Michel Dänzer <mic...@daenzer.net> wrote: > 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?
The vertex shader must never be NULL when draw_vbo is called. The pixel shader can be NULL if pipe_rasterizer_state::rasterizer_discard is 1. That's the only reason we care about a NULL pixel shader. Marek _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev