vc4: Validate that the same BO doesn't get reused for different purposes.
authorEric Anholt <eric@anholt.net>
Sat, 2 Aug 2014 03:23:31 +0000 (20:23 -0700)
committerEric Anholt <eric@anholt.net>
Mon, 11 Aug 2014 21:45:31 +0000 (14:45 -0700)
commitb6caa9556c7c1cf9206ac610fb57587ad119d3ab
treef3b1b7f452eaaa88dabd8278db0b3c0c0053fd0e
parentfa26d334cbebf51bcfea7c020057af9b1907b376
vc4: Validate that the same BO doesn't get reused for different purposes.

We don't care if things like vertex data get smashed by render target
data, but we do need to make sure that shader code doesn't get rendered
to.

v2: Fix overflowing read of gl_relocs[] that incorrect flagged of some
    VBOs as shader code.
src/gallium/drivers/vc4/vc4_simulator.c
src/gallium/drivers/vc4/vc4_simulator_validate.c
src/gallium/drivers/vc4/vc4_simulator_validate.h