Indeed nice cleanup, I wonder if that helps with our current problem as
well. But allocation failures are printed in dmesg as well, aren't they?
Anyway patches are Acked-by: Christian König <christian.koe...@amd.com>
Regards,
Christian.
On 10.09.2015 19:56, Marek Olšák wrote:
Hi,
I have realized that if we fail to allocate a shader, a scratch buffer, or a GS
or tess ring, we still execute the draw call. This can cause hangs, because
state registers are not set properly at that point.
This series tries to handle all allocation failures and also compilation
failures as safely as possible. If a shader cannot be bound due to a
compilation or allocation failure, the draw call is simply skipped.
I have marked all of these as candidates for 11.0.
Marek
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