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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev