glsl-max-varyings uses 33 vertex shader outputs, but you need to be lucky to see any difference. In my case, there was a weird assertion failure during command buffer generation for a vertex shader (valgrind didn't help). I found the cause by moving the input and output arrays to the end of r600_shader and moving the r600_shader structure to the end of r600_pipe_shader, whïch resulted in an expected segfault.
Marek On Thu, May 2, 2013 at 9:16 AM, Michel Dänzer <mic...@daenzer.net> wrote: > On Don, 2013-05-02 at 05:45 +0200, Marek Olšák wrote: >> and add assertions to prevent buffer overflow. This fixes corruption >> of the r600_shader struct. > > Any pointers to tests exercising this? I noticed just yesterday that the > corresponding code in radeonsi seems a bit wonky... > > > -- > Earthling Michel Dänzer | http://www.amd.com > Libre software enthusiast | Debian, X and DRI developer _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev