}
debug_printf("WARNING: out of code space, evicting all shaders.\n");
+ /* Make sure to synchronize before deleting the code segment. */
+ IMMED_NVC0(nvc0->base.pushbuf, NVC0_3D(SERIALIZE), 0);
+
+ if ((screen->text->size << 1) <= (1 << 23)) {
+ ret = nvc0_screen_resize_text_area(screen, screen->text->size << 1);
+ if (ret) {
+ NOUVEAU_ERR("Error allocating TEXT area: %d\n", ret);
+ return false;
+ }
+ nouveau_bufctx_reset(nvc0->bufctx_3d, NVC0_BIND_3D_TEXT);
+ BCTX_REFN_bo(nvc0->bufctx_3d, 3D_TEXT,
+ NV_VRAM_DOMAIN(&screen->base) | NOUVEAU_BO_RD,
+ screen->text);
+ if (screen->compute) {
+ nouveau_bufctx_reset(nvc0->bufctx_cp, NVC0_BIND_CP_TEXT);
+ BCTX_REFN_bo(nvc0->bufctx_cp, CP_TEXT,
+ NV_VRAM_DOMAIN(&screen->base) | NOUVEAU_BO_RD,
+ screen->text);
+ }
+
+ /* Re-upload the builtin function into the new code segment. */
+ nvc0_program_library_upload(nvc0);
+ }
+
ret = nvc0_program_alloc_code(nvc0, prog);
if (ret) {
NOUVEAU_ERR("shader too large (0x%x) to fit in code space ?\n", size);
return false;
}
- IMMED_NVC0(nvc0->base.pushbuf, NVC0_3D(SERIALIZE), 0);
/* All currently bound shaders have to be reuploaded. */
for (int i = 0; i < ARRAY_SIZE(progs); i++) {