[PATCH vkd3d 03/11] vkd3d-shader: Don't redundantly override shader output info.

Henri Verbeet hverbeet at gmail.com
Wed Oct 23 04:52:27 CDT 2019


On Tue, 22 Oct 2019 at 18:06, Philip Rebohle
<philip.rebohle at tu-dortmund.de> wrote:
> looks like that happens because
> vkd3d_dxbc_compiler_emit_shader_signature_outputs sets the ID and array
> mask, but not the component type.
>
> I suppose there are two ways to fix this:
> - 1) define the component type at the time the clip/cull distances are
> generated (i think this should always be FLOAT anyway), or
> - 2) drop this patch.
>
> Any preferences? I'm fine with either.
>
I'm tending towards the first option.

Henri

> PS: Sorry that I didn't test that earlier; I can only run a subset of
> the vkd3d tests at a time since there seems to be a severe memory leak
> going on somewhere and I only have 16GB in my machine.
>
That doesn't seem right, 16 GiB should be plenty for running the vkd3d
tests; it certainly works on the 16 GiB Intel SKL laptop I have here.
Hopefully that's not a vkd3d issue, but if it is, it would be good to
track that down.



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