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. ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev