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 explains
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 G
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 expor
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 op