On Tue, Jun 16, 2015 at 10:22 AM, Roland Scheidegger <[email protected]> wrote:
> This looks like a good idea to me.
> That said, llvmpipe would still crash if the declared size in the shader
> wouldn't exceed the max uniform block size, but the bound buffer does
> IIRC (the test doesn't test this but could be easily modified to do so).
> So, I'm wondering if we should do both - fail to link if the declared
> size exceeds the limit, and just limit the size we copy in llvmpipe to
> the limit, though it's possible this would require some more changes to
> be really safe so we don't try to access such elements (with indirect
> access, though we don't verify direct ones at all) in the shader.

Not to derail this too much, but just FWIW I just checked this patch
in to prevent gpu errors:
http://cgit.freedesktop.org/mesa/mesa/commit/?id=8b24388647f626a5cad10fd48e61335ed26a8560

Didn't fix the trace, but at least it no longer complained about
illegal sizes. Trace available at

http://people.freedesktop.org/~imirkin/traces/gzdoom.trace

It just renders black now. The claim is that the game (but not
necessarily the trace) works OK on NVIDIA blob drivers. I haven't
analyzed the trace in much detail yet.

  -ilia
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