Re: [Mesa-dev] [PATCH] r600: fix constant buffer bounds.

2018-05-16 Thread Marek Olšák
On Thu, May 10, 2018 at 10:58 AM, Roland Scheidegger wrote: > Am 10.05.2018 um 16:47 schrieb Ivan Kalvachev: > > On 5/10/18, Roland Scheidegger wrote: > >> Quite a sneaky little bug, can't hurt to make undefined behavior a bit > >> more defined :-). > > > > Actually, this behavior is completely

Re: [Mesa-dev] [PATCH] r600: fix constant buffer bounds.

2018-05-10 Thread Roland Scheidegger
Am 10.05.2018 um 16:47 schrieb Ivan Kalvachev: > On 5/10/18, Roland Scheidegger wrote: >> Quite a sneaky little bug, can't hurt to make undefined behavior a bit >> more defined :-). > > Actually, this behavior is completely defined in Direct3D, > where out-of-bound access is expected to > always

Re: [Mesa-dev] [PATCH] r600: fix constant buffer bounds.

2018-05-10 Thread Ivan Kalvachev
On 5/10/18, Roland Scheidegger wrote: > Quite a sneaky little bug, can't hurt to make undefined behavior a bit > more defined :-). Actually, this behavior is completely defined in Direct3D, where out-of-bound access is expected to always return 0.0 . This is why Witcher1 has the issue in both Gal

Re: [Mesa-dev] [PATCH] r600: fix constant buffer bounds.

2018-05-09 Thread Roland Scheidegger
Quite a sneaky little bug, can't hurt to make undefined behavior a bit more defined :-). Reviewed-by: Roland Scheidegger Am 10.05.2018 um 00:20 schrieb Dave Airlie: > From: Dave Airlie > > If you have an indirect access to a constant buffer on r600/eg > use a vertex fetch in the shader. Howeve

[Mesa-dev] [PATCH] r600: fix constant buffer bounds.

2018-05-09 Thread Dave Airlie
From: Dave Airlie If you have an indirect access to a constant buffer on r600/eg use a vertex fetch in the shader. However apps have expected behaviour on those out of bounds accessess (even if illegal). If the constants were being uploaded as part of a larger upload buffer, we'd set the range o