From: Bas Nieuwenhuizen Date: Thu, 17 Aug 2017 22:32:41 +0000 (+0200) Subject: radv: Use 0 for the layer id if the vertex shader does not export it. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=64164a1313fcdf1084b0f8a9499165ee22a13aa7;p=mesa.git radv: Use 0 for the layer id if the vertex shader does not export it. To use when we have e.g. input attachments, but there is no layer export in the previous shader and hence no layered rendering. Reviewed-by: Dave Airlie --- diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c index 23b9e72f92a..477abfe4915 100644 --- a/src/amd/vulkan/radv_pipeline.c +++ b/src/amd/vulkan/radv_pipeline.c @@ -2119,10 +2119,11 @@ static void calculate_ps_inputs(struct radv_pipeline *pipeline) if (ps->info.fs.layer_input) { unsigned vs_offset = outinfo->vs_output_param_offset[VARYING_SLOT_LAYER]; - if (vs_offset != AC_EXP_PARAM_UNDEFINED) { + if (vs_offset != AC_EXP_PARAM_UNDEFINED) pipeline->graphics.ps_input_cntl[ps_offset] = offset_to_ps_input(vs_offset, true); - ++ps_offset; - } + else + pipeline->graphics.ps_input_cntl[ps_offset] = offset_to_ps_input(AC_EXP_PARAM_DEFAULT_VAL_0000, true); + ++ps_offset; } if (ps->info.fs.has_pcoord) {