On 11.09.2015 02:56, 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.

The series is

Reviewed-by: Michel Dänzer <michel.daen...@amd.com>


-- 
Earthling Michel Dänzer               |               http://www.amd.com
Libre software enthusiast             |             Mesa and X developer
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