From 427f934f9e75deafdc40348aad0426ea2b31515c Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Fri, 18 Jul 2014 16:29:18 -0700 Subject: [PATCH] vc4: Fix UBO allocation when no uniforms are used. We do rely on a real BO getting allocated, so make sure we ask for a non-zero size. --- src/gallium/drivers/vc4/vc4_program.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c index 2107ef73c1f..4755ea0db90 100644 --- a/src/gallium/drivers/vc4/vc4_program.c +++ b/src/gallium/drivers/vc4/vc4_program.c @@ -606,7 +606,8 @@ vc4_get_uniform_bo(struct vc4_context *vc4, struct vc4_shader_state *shader, uint32_t *out_offset) { struct vc4_shader_uniform_info *uinfo = &shader->uniforms[shader_index]; - struct vc4_bo *ubo = vc4_bo_alloc(vc4->screen, uinfo->count * 4, "ubo"); + struct vc4_bo *ubo = vc4_bo_alloc(vc4->screen, + MAX2(1, uinfo->count * 4), "ubo"); uint32_t *map = vc4_bo_map(ubo); for (int i = 0; i < uinfo->count; i++) { -- 2.30.2