anv: Advertise robustBufferAccess
authorKristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Mon, 1 Feb 2016 19:54:40 +0000 (11:54 -0800)
committerKristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Mon, 1 Feb 2016 20:00:05 +0000 (12:00 -0800)
The GPU does most of this for us as long as we set up tight bounds for
the buffers, which we do. Additionally, we range check dynamically
buffers in the shader. With that it's safe to turn on robustBufferAccess.

src/vulkan/anv_device.c

index 1e0bfb080d9490024138c86b387494c37d682d89..09aca1ab1e97ad6690acb6b5790e7d8873dcd589 100644 (file)
@@ -336,7 +336,7 @@ void anv_GetPhysicalDeviceFeatures(
    anv_finishme("Get correct values for PhysicalDeviceFeatures");
 
    *pFeatures = (VkPhysicalDeviceFeatures) {
-      .robustBufferAccess                       = false,
+      .robustBufferAccess                       = true,
       .fullDrawIndexUint32                      = false,
       .imageCubeArray                           = false,
       .independentBlend                         = false,