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authorEric Anholt <[email protected]>2016-11-07 09:05:59 -0800
committerEric Anholt <[email protected]>2016-11-09 15:33:56 -0800
commit4d019bd703e7c20d56d5b858577607115b4926a3 (patch)
treecf8f52d1267a6f472247e010d707a1ef86467830 /src/gallium/drivers/vc4/vc4_qir.h
parentaaee3daa90578fb711cc89186a65bc3d2c68022f (diff)
vc4: Don't abort when a shader compile fails.
It's much better to just skip the draw call entirely. Getting this information out of register allocation will also be useful for implementing threaded fragment shaders, which will need to retry non-threaded if RA fails. Cc: <[email protected]>
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_qir.h')
-rw-r--r--src/gallium/drivers/vc4/vc4_qir.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/gallium/drivers/vc4/vc4_qir.h b/src/gallium/drivers/vc4/vc4_qir.h
index 4d41c427c10..c76aeb2bf4e 100644
--- a/src/gallium/drivers/vc4/vc4_qir.h
+++ b/src/gallium/drivers/vc4/vc4_qir.h
@@ -523,6 +523,7 @@ struct vc4_compile {
uint32_t program_id;
uint32_t variant_id;
+ bool failed;
};
/* Special nir_load_input intrinsic index for loading the current TLB