On Tuesday, December 20, 2016 5:20:43 PM PST Pohjolainen, Topi wrote:
> On Tue, Dec 20, 2016 at 03:05:14PM +, Ben Widawsky wrote:
> > On 16-12-20 16:45:30, Topi Pohjolainen wrote:
> > > If gl-state remains intact api_validate.c::_mesa_valid_to_render()
> > > and brw_try_draw_prims() skip checki
On Tue, Dec 20, 2016 at 03:05:14PM +, Ben Widawsky wrote:
> On 16-12-20 16:45:30, Topi Pohjolainen wrote:
> > If gl-state remains intact api_validate.c::_mesa_valid_to_render()
> > and brw_try_draw_prims() skip checking if textures and shader
> > images need resolves.
> > This can lead to a cas
On 16-12-20 16:45:30, Topi Pohjolainen wrote:
If gl-state remains intact api_validate.c::_mesa_valid_to_render()
and brw_try_draw_prims() skip checking if textures and shader
images need resolves.
This can lead to a case where a surface is left unresolved due to
driver writing it internally using
If gl-state remains intact api_validate.c::_mesa_valid_to_render()
and brw_try_draw_prims() skip checking if textures and shader
images need resolves.
This can lead to a case where a surface is left unresolved due to
driver writing it internally using blorp. Blorp doesn't trash
global gl state but