From: Mathias Fröhlich <mathias.froehl...@web.de> Bail out with out of memory, when the required stride exceeds the maximum possible stride as stored in Const.MaxVertexAttribStride. Etnaviv can only handle less than the OpenGL standard mandated minimum of 2048. For this one, at least give some 'resource exhaustion error' to the application. The virgl driver provides 0 for Const.MaxVertexAttribStride as it may not be able to query the relevant informatition from the underlying OpenGL stack. In this case we just make the assumption that the underlying OpenGL stack is able to cope with then commonly seen small strides. Note that this is the same than what applications had to do before the queries to GL_MAX_VERTEX_ATTRIB_STRIDE, they had to hope for the best that the driver and hardware can safely handle the used stride values.
Signed-off-by: Mathias Fröhlich <mathias.froehl...@web.de> --- src/mesa/vbo/vbo_exec_draw.c | 24 +++++++++++++++++++++++- 1 file changed, 23 insertions(+), 1 deletion(-) diff --git a/src/mesa/vbo/vbo_exec_draw.c b/src/mesa/vbo/vbo_exec_draw.c index 8d74725db3..0ab9a0d3ea 100644 --- a/src/mesa/vbo/vbo_exec_draw.c +++ b/src/mesa/vbo/vbo_exec_draw.c @@ -177,6 +177,29 @@ vbo_exec_bind_arrays(struct gl_context *ctx) struct gl_vertex_array_object *vao = vbo->VAO; struct vbo_exec_context *exec = &vbo->exec; + const GLuint stride = exec->vtx.vertex_size*sizeof(GLfloat); + + /* Bail out with out of memory, when the required stride exceeds the + * maximum possible stride. + * Etnaviv can only handle less than the OpenGL standard mandated + * minimum of 2048. For this one, at least give some 'resource + * exhaustion error' to the application. + * The virgl driver provides 0 for Const.MaxVertexAttribStride + * as it may not be able to query the relevant informatition from the + * underlying OpenGL stack. In this case we just make the assumption + * that the underlying OpenGL stack is able to cope with then commonly + * seen small strides. Note that this is the same than what applications + * had to do before the queries to GL_MAX_VERTEX_ATTRIB_STRIDE, they had to + * hope for the best that the driver and hardware can safely handle the + * used stride values. + */ + if (ctx->Const.MaxVertexAttribStride && + stride > ctx->Const.MaxVertexAttribStride) { + _mesa_set_draw_vao(ctx, ctx->Array._EmptyVAO, 0); + _mesa_error(ctx, GL_OUT_OF_MEMORY, "Max VAO binding stride exceeded"); + return; + } + GLintptr buffer_offset; if (_mesa_is_bufferobj(exec->vtx.bufferobj)) { assert(exec->vtx.bufferobj->Mappings[MAP_INTERNAL].Pointer); @@ -200,7 +223,6 @@ vbo_exec_bind_arrays(struct gl_context *ctx) assert((~vao_enabled & vao->_Enabled) == 0); /* Bind the buffer object */ - const GLuint stride = exec->vtx.vertex_size*sizeof(GLfloat); _mesa_bind_vertex_buffer(ctx, vao, 0, exec->vtx.bufferobj, buffer_offset, stride); -- 2.17.1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev