From dc5fdcd6b7463955ba4733a27791cf85008f5e7a Mon Sep 17 00:00:00 2001 From: =?utf8?q?Kristian=20H=C3=B8gsberg=20Kristensen?= Date: Mon, 1 Feb 2016 11:54:40 -0800 Subject: [PATCH] anv: Advertise robustBufferAccess 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 | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/vulkan/anv_device.c b/src/vulkan/anv_device.c index 1e0bfb080d9..09aca1ab1e9 100644 --- a/src/vulkan/anv_device.c +++ b/src/vulkan/anv_device.c @@ -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, -- 2.30.2