anv: Enable tessellation shaders.
authorKenneth Graunke <kenneth@whitecape.org>
Sun, 25 Sep 2016 22:33:03 +0000 (15:33 -0700)
committerKenneth Graunke <kenneth@whitecape.org>
Tue, 10 Jan 2017 21:27:31 +0000 (13:27 -0800)
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
src/intel/vulkan/anv_device.c
src/intel/vulkan/anv_pipeline.c

index bd33f105fa61bf139df32604c41f83726c7e8b80..f58d1ac24b5b926a5af113eb41dd202c93e54f2c 100644 (file)
@@ -445,7 +445,7 @@ void anv_GetPhysicalDeviceFeatures(
       .imageCubeArray                           = true,
       .independentBlend                         = true,
       .geometryShader                           = true,
-      .tessellationShader                       = false,
+      .tessellationShader                       = true,
       .sampleRateShading                        = true,
       .dualSrcBlend                             = true,
       .logicOp                                  = true,
index fdec3ce6227b5aaba182a5a81bf9d97383a257fa..6c939b071dab59b493b4aeba19896ff3c7350406 100644 (file)
@@ -126,6 +126,7 @@ anv_shader_compile_to_nir(struct anv_device *device,
 
    const struct nir_spirv_supported_extensions supported_ext = {
       .float64 = device->instance->physicalDevice.info.gen >= 8,
+      .tessellation = true,
    };
 
    nir_function *entry_point =