aboutsummaryrefslogtreecommitdiffstats
path: root/src/gallium/drivers
diff options
context:
space:
mode:
authorIago Toral Quiroga <[email protected]>2019-10-09 11:13:00 +0200
committerIago Toral Quiroga <[email protected]>2019-12-16 08:42:37 +0100
commitb636d4ebc72b9c2f99f5214ae428b6cdcb85aab3 (patch)
tree246a22df8cafd4022dd24ff8ddfccd663b721c9c /src/gallium/drivers
parente2f22634335ca3f2ab32d33f52adf617bf08cc96 (diff)
v3d: don't try to render if shaders failed to compile
This is the same we do in the compute path to avoid crashes at draw time. Reviewed-by: Alejandro PiƱeiro <[email protected]>
Diffstat (limited to 'src/gallium/drivers')
-rw-r--r--src/gallium/drivers/v3d/v3dx_draw.c29
1 files changed, 29 insertions, 0 deletions
diff --git a/src/gallium/drivers/v3d/v3dx_draw.c b/src/gallium/drivers/v3d/v3dx_draw.c
index a4cff4c86c6..d0f6f623e6c 100644
--- a/src/gallium/drivers/v3d/v3dx_draw.c
+++ b/src/gallium/drivers/v3d/v3dx_draw.c
@@ -1030,6 +1030,33 @@ v3d_hw_prim_type(enum pipe_prim_type prim_type)
}
}
+static bool
+v3d_check_compiled_shaders(struct v3d_context *v3d)
+{
+ static bool warned[5] = { 0 };
+
+ uint32_t failed_stage = MESA_SHADER_NONE;
+ if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) {
+ failed_stage = MESA_SHADER_VERTEX;
+ } else if ((v3d->prog.gs_bin && !v3d->prog.gs_bin->resource) ||
+ (v3d->prog.gs && !v3d->prog.gs->resource)) {
+ failed_stage = MESA_SHADER_GEOMETRY;
+ } else if (v3d->prog.fs && !v3d->prog.fs->resource) {
+ failed_stage = MESA_SHADER_FRAGMENT;
+ }
+
+ if (likely(failed_stage == MESA_SHADER_NONE))
+ return true;
+
+ if (!warned[failed_stage]) {
+ fprintf(stderr,
+ "%s shader failed to compile. Expect corruption.\n",
+ _mesa_shader_stage_to_string(failed_stage));
+ warned[failed_stage] = true;
+ }
+ return false;
+}
+
static void
v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
{
@@ -1137,6 +1164,8 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
v3d_start_draw(v3d);
v3d_update_compiled_shaders(v3d, info->mode);
+ if (!v3d_check_compiled_shaders(v3d))
+ return;
v3d_update_job_ez(v3d, job);
/* If this job was writing to transform feedback buffers before this