vc4: Don't abort when a shader compile fails.
authorEric Anholt <eric@anholt.net>
Mon, 7 Nov 2016 17:05:59 +0000 (09:05 -0800)
committerEric Anholt <eric@anholt.net>
Wed, 9 Nov 2016 23:33:56 +0000 (15:33 -0800)
commit4d019bd703e7c20d56d5b858577607115b4926a3
treecf8f52d1267a6f472247e010d707a1ef86467830
parentaaee3daa90578fb711cc89186a65bc3d2c68022f
vc4: Don't abort when a shader compile fails.

It's much better to just skip the draw call entirely.  Getting this
information out of register allocation will also be useful for
implementing threaded fragment shaders, which will need to retry
non-threaded if RA fails.

Cc: <mesa-stable@lists.freedesktop.org>
src/gallium/drivers/vc4/vc4_context.h
src/gallium/drivers/vc4/vc4_draw.c
src/gallium/drivers/vc4/vc4_program.c
src/gallium/drivers/vc4/vc4_qir.h
src/gallium/drivers/vc4/vc4_qpu_emit.c
src/gallium/drivers/vc4/vc4_register_allocate.c