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.
This commit is contained in:
Eric Anholt 2014-07-18 16:29:18 -07:00
parent db8712bcbc
commit 427f934f9e

View file

@ -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++) {