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authorSamuel Pitoiset <[email protected]>2018-08-29 22:13:52 +0200
committerSamuel Pitoiset <[email protected]>2018-08-31 17:34:36 +0200
commit6f47df312943b05653efc0494551ebf8c3903d43 (patch)
tree71c4194090d4b74b54d4c2002bb6e233f4e0f9d9 /src/amd/vulkan/radv_shader.h
parent54a9622dd5fdee7d18c05d968c97c4dd4fa9c83c (diff)
radv: fix passing clip/cull distances from VS to PS
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 optimized easily because we don't keep the fragment shader info... Cc: [email protected] Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107477 Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Diffstat (limited to 'src/amd/vulkan/radv_shader.h')
-rw-r--r--src/amd/vulkan/radv_shader.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/amd/vulkan/radv_shader.h b/src/amd/vulkan/radv_shader.h
index 03760b689c3..897e2fc5e19 100644
--- a/src/amd/vulkan/radv_shader.h
+++ b/src/amd/vulkan/radv_shader.h
@@ -174,6 +174,7 @@ struct radv_shader_info {
bool has_pcoord;
bool prim_id_input;
bool layer_input;
+ uint8_t num_input_clips_culls;
} ps;
struct {
bool uses_grid_size;