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
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
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
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
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