[PATCH xserver 1/5] glamor: Handle GL_OUT_OF_MEMORY when allocating texture images.
Eric Anholt
eric at anholt.net
Wed Nov 11 15:24:43 PST 2015
Keith Packard <keithp at keithp.com> writes:
> Eric Anholt <eric at anholt.net> writes:
>
>> + if (glGetError() == GL_OUT_OF_MEMORY) {
>
> It seems like you'll need to call this in a loop in case multiple error
> bits are set?
>
> And, don't you need to call this (repeatedly) before the function which
> might generate an error in case there was an existing error pending?
I think it's a safe enough assumption that we're not generating non-OOM
errors. And, now that we're logging errors, we should get reports of
them sooner than we used to.
There's a chance that you've triggered a GL_OOM earlier and we just pick
it up now, but if that happens then you're already a long way down the
undefined results path and there's not much we can sensibly do at this
point.
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