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 ------------------------------------------------------------------------------ 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