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
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
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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
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