From 64164a1313fcdf1084b0f8a9499165ee22a13aa7 Mon Sep 17 00:00:00 2001 From: Bas Nieuwenhuizen Date: Fri, 18 Aug 2017 00:32:41 +0200 Subject: [PATCH] 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 --- src/amd/vulkan/radv_pipeline.c | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) 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) { -- 2.30.2