Re: [Mesa-dev] [PATCH 00/17] RadeonSI: Handling buffer allocation failures properly

2015-09-10 Thread Michel Dänzer
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 a

Re: [Mesa-dev] [PATCH 00/17] RadeonSI: Handling buffer allocation failures properly

2015-09-10 Thread Marek Olšák
On Thu, Sep 10, 2015 at 8:11 PM, Christian König wrote: > 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? Yes, they are. Marek ___ mesa-dev mailing list

Re: [Mesa-dev] [PATCH 00/17] RadeonSI: Handling buffer allocation failures properly

2015-09-10 Thread Christian König
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 Regards, Christian. On 10.09.2015 19:56, Marek Olšák wrote: Hi, I have realized that if we fail to al

[Mesa-dev] [PATCH 00/17] RadeonSI: Handling buffer allocation failures properly

2015-09-10 Thread Marek Olšák
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