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authorAlyssa Rosenzweig <[email protected]>2019-12-16 16:45:28 -0500
committerMarge Bot <[email protected]>2019-12-17 17:42:57 +0000
commitbf5d8cfd282396f0ab02bfdcfe1af2be49f35fa2 (patch)
tree2a4cbf0934cb3d4cab03c0225d0973d1ae55b363
parent35418f677051b75a9d8b37bafc806303bc3b44ad (diff)
panfrost: Handle empty shaders
I didn't realize this was in spec, but it fixes a crash in shaderdb. Signed-off-by: Alyssa Rosenzweig <[email protected]> Reviewed-by: Tomeu Vizoso <[email protected]> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3125>
-rw-r--r--src/gallium/drivers/panfrost/pan_assemble.c11
1 files changed, 8 insertions, 3 deletions
diff --git a/src/gallium/drivers/panfrost/pan_assemble.c b/src/gallium/drivers/panfrost/pan_assemble.c
index 87127ba945b..54c5ba79700 100644
--- a/src/gallium/drivers/panfrost/pan_assemble.c
+++ b/src/gallium/drivers/panfrost/pan_assemble.c
@@ -77,9 +77,14 @@ panfrost_shader_compile(
* I bet someone just thought that would be a cute pun. At least,
* that's how I'd do it. */
- state->bo = panfrost_bo_create(screen, size, PAN_BO_EXECUTE);
- memcpy(state->bo->cpu, dst, size);
- meta->shader = state->bo->gpu | program.first_tag;
+ if (size) {
+ state->bo = panfrost_bo_create(screen, size, PAN_BO_EXECUTE);
+ memcpy(state->bo->cpu, dst, size);
+ meta->shader = state->bo->gpu | program.first_tag;
+ } else {
+ /* no shader */
+ meta->shader = 0x0;
+ }
util_dynarray_fini(&program.compiled);