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tu: Force gl_Layer to 0 when necessary
author
Connor Abbott
<cwabbott0@gmail.com>
Fri, 3 Jul 2020 10:03:00 +0000
(12:03 +0200)
committer
Marge Bot
<eric+marge@anholt.net>
Tue, 7 Jul 2020 08:10:47 +0000
(08:10 +0000)
In particular this will help us implement input attachments correctly
with layered rendering.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5732>
src/freedreno/vulkan/tu_pipeline.c
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diff --git
a/src/freedreno/vulkan/tu_pipeline.c
b/src/freedreno/vulkan/tu_pipeline.c
index 965aa34209f03b6b3e1d5d6f295a41e15dde8f7b..4a21a1514eed63234c32a9997d9e6daeb12352b1 100644
(file)
--- a/
src/freedreno/vulkan/tu_pipeline.c
+++ b/
src/freedreno/vulkan/tu_pipeline.c
@@
-1977,6
+1977,10
@@
tu_pipeline_builder_compile_shaders(struct tu_pipeline_builder *builder,
builder->shaders[stage] = shader;
}
+ struct tu_shader *gs = builder->shaders[MESA_SHADER_GEOMETRY];
+ key.layer_zero =
+ !gs || !(gs->ir3_shader->nir->info.outputs_written & VARYING_SLOT_LAYER);
+
pipeline->tess.patch_type = key.tessellation;
for (gl_shader_stage stage = MESA_SHADER_VERTEX;