Re: [Mesa-dev] [PATCH v2] radv: fix passing clip/cull distances from VS to PS

2018-08-30 Thread Bas Nieuwenhuizen
okay, r-b with that. On Thu, Aug 30, 2018 at 1:39 PM Samuel Pitoiset wrote: > > > > On 8/30/18 12:30 PM, Bas Nieuwenhuizen wrote: > > On Wed, Aug 29, 2018 at 10:55 PM Samuel Pitoiset > > wrote: > >> > >> CTS doesn't test input clip/cull distances for the fragment > >> shader stage, which

Re: [Mesa-dev] [PATCH v2] radv: fix passing clip/cull distances from VS to PS

2018-08-30 Thread Samuel Pitoiset
On 8/30/18 12:30 PM, Bas Nieuwenhuizen wrote: On Wed, Aug 29, 2018 at 10:55 PM Samuel Pitoiset wrote: CTS doesn't test input clip/cull distances for the fragment shader stage, which explains why this was totally broken. I wrote a simple test locally that works now. This fixes a crash with

Re: [Mesa-dev] [PATCH v2] radv: fix passing clip/cull distances from VS to PS

2018-08-30 Thread Bas Nieuwenhuizen
On Wed, Aug 29, 2018 at 10:55 PM Samuel Pitoiset wrote: > > CTS doesn't test input clip/cull distances for the fragment > shader stage, which explains why this was totally broken. I > wrote a simple test locally that works now. > > This fixes a crash with GTA V and DXVK. > > Note that we are

[Mesa-dev] [PATCH v2] radv: fix passing clip/cull distances from VS to PS

2018-08-29 Thread Samuel Pitoiset
CTS doesn't test input clip/cull distances for the fragment shader stage, which explains why this was totally broken. I wrote a simple test locally that works now. This fixes a crash with GTA V and DXVK. Note that we are exporting unused parameters from the vertex shader now, but this can't be