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author | Brian Paul <[email protected]> | 2018-02-21 13:57:39 -0700 |
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committer | Brian Paul <[email protected]> | 2018-03-02 12:23:50 -0700 |
commit | 72df3a7a3957a13c4a667ffb2295ced7b91e5620 (patch) | |
tree | b87847da62764c6a6eecbf4a8f494de7573b9217 /docs | |
parent | 0a7deaa0d6d14fcc21cad08d9acae688ed7c9fcb (diff) |
svga: if svga_update_state() fails, skip the draw call
If svga_update_state() fails, we flush the command buffer and retry.
If it fails again, it likely means we were unable to translate a shader
for some reason (uses too many resources, for example). In that case,
let's just skip the draw call. The alternative, just disabling the
shader stage in question, would certainly lead to bad rendering anyway,
and probably device errors.
Fixes failed assertion running Piglit glsl-1.50/execution/
variable-indexing/gs-output-array-vec4-index-wr.shader_test since it
uses too many GS output registers (though the test still fails).
VMware bug 2063492.
v2: also call pipe_debug_message() so apps or apitrace can be notified
when this issue occurs.
v3: use svga_update_state_retry().
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
Diffstat (limited to 'docs')
0 files changed, 0 insertions, 0 deletions