Hi,
In my application, I need to read pixels back to system memory for every
rendered frame. My approach is to create a chain of textures with
PIPE_USAGE_STAGING flag, and copy the render target to the staging
textures before reading them to avoid pipeline stall.
Now I found out as in the pa
On 03/09/2012 11:19 PM, Brian Paul wrote:
Vic, it looks like your code is slightly out of date. In current
git/master, line 148 reads:
unsigned generic_inputs =
svga->curr.fs ? svga->curr.fs->generic_inputs : 0;
Zack added the null ptr check in January with commit cff0eac702
_pipe_clear.c:118
#5 0x0042dd0e in main (argc=1, argv=0x7fffe718) at test.c:97
(gdb)
On 03/08/2012 01:34 AM, Brian Paul wrote:
On 03/07/2012 10:01 AM, Vic Lee wrote:
Hi Brian,
On 03/07/2012 11:44 PM, Brian Paul wrote:
On 03/07/2012 01:08 AM, Vic Lee wrote:
Hi Brian,
I created a smalle
Hi Brian,
On 03/07/2012 11:44 PM, Brian Paul wrote:
On 03/07/2012 01:08 AM, Vic Lee wrote:
Hi Brian,
I created a smallest possible test case to reproduce the segfault, as
attached.
OK, I was assuming that you found this with an OpenGL program, not with
a custom direct-to-gallium program
On 03/06/2012 07:44 AM, Brian Paul wrote:
On 03/03/2012 04:17 AM, Vic Lee wrote:
This patch fix segfault if an application clears a render target
before setting any vertex or fragment shaders, which is a legal
situation.
I can't seem to trigger this problem with a test program. Can you p
This patch fix segfault if an application clears a render target before
setting any vertex or fragment shaders, which is a legal situation.
Vic
>From 1de6aa23d3e472db7deb819e52b1f75ac09fca55 Mon Sep 17 00:00:00 2001
From: Vic Lee
Date: Sat, 3 Mar 2012 05:57:16 -0500
Subject: [PATCH] s