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radv: create decompress pipelines for separate depth/stencil layouts
[mesa.git]
/
src
/
amd
/
vulkan
/
radv_constants.h
diff --git
a/src/amd/vulkan/radv_constants.h
b/src/amd/vulkan/radv_constants.h
index 7e33d0c584f9143cc7f602d938aec459c717d3e6..6abcf08520655941e90dff8d36c4cf22ab49e108 100644
(file)
--- a/
src/amd/vulkan/radv_constants.h
+++ b/
src/amd/vulkan/radv_constants.h
@@
-53,6
+53,7
@@
#define MAX_INLINE_UNIFORM_BLOCK_COUNT 64
#define NUM_DEPTH_CLEAR_PIPELINES 3
+#define NUM_DEPTH_DECOMPRESS_PIPELINES 3
/*
* This is the point we switch from using CP to compute shader