Wow, this really got a lot of discussion. I don't really care *where* the sanity code is, but it just seems horribly wrong that it's got to be duplicated between per-hook per-driver in a library that purports simplified drivers with reduced LOCs. I suppose it's unavoidable to a degree as long as driver setup is bare, though.
There are alternatives to every single bad draw case, but handling them correctly needs to be required and documented, and that means we probably have to agree on them. Examples: - Oversized colorbufs are forbidden; if you absolutely need them, I could cook up a u_shatter but it's going to be hilariously slow due to CPU blits - While not all textures can fit into VRAM, find the biggest texture and shrink it - Too many verts or too many indices are handled by multiple draw calls - If the bound pipeline is incomplete (at least one state bound to NULL or unset), results are undefined Async errors make sense, or at least more sense than no error reporting at all. -- Only fools are easily impressed by what is only barely beyond their reach. ~ Unknown Corbin Simpson <mostawesomed...@gmail.com> ------------------------------------------------------------------------------ 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