On Sun, 2010-02-28 at 20:25 +0100, Jerome Glisse wrote:
> Hi,
> 
> I am a bit puzzled, how a pipe driver should handle
> draw callback failure ? On radeon (pretty sure nouveau
> or intel hit the same issue) we can only know when one
> of the draw_* context callback is call if we can do
> the rendering or not.
> 
> The failure here is dictated by memory constraint, ie
> if user bind big texture, big vbo ... we might not have
> enough GPU address space to bind all the desired object
> (even for drawing a single triangle) ?
> 
> What should we do ? None of the draw callback can return
> a value ? Maybe for a GL stack tracker we should report
> GL_OUT_OF_MEMORY all way up to app ? Anyway bottom line
> is i think pipe driver are missing something here. Any
> idea ? Thought ? Is there already a plan to address that ? :)
> 
> Cheers,
> Jerome

I think a vital point you're missing is: do we even care? If rendering
fails because we simply can't render any more, do we even want to fall
back? I can see a point in having a cap on how large a buffer can be
rendered but apart from that, I'm not sure there even is a problem.


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