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

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