On 21.01.2015 21:12, Marek Olšák wrote: > We also had a case when the CPU accidentally corrupted shaders, > because the shaders were mapped after textures and a CPU texture > upload overflowed and overwrote shaders. I suppose we should have > unmapped the shaders.
Sounds like a good idea. Tom, for now I suggest this solution, summarized from Marek's previous descriptions: (At least) for shaders which have relocations, keep a copy of the machine code in malloced memory. When the relocated values change, update them in the malloced memory, allocate a new BO, map it, copy the machine code from the malloced memory to the BO, replace any existing shader BO with the new one and invalidate the shader state. -- 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