Module: Mesa
Branch: master
Commit: 64164a1313fcdf1084b0f8a9499165ee22a13aa7
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=64164a1313fcdf1084b0f8a9499165ee22a13aa7

Author: Bas Nieuwenhuizen <[email protected]>
Date:   Fri Aug 18 00:32:41 2017 +0200

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 <[email protected]>

---

 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 23b9e72f92..477abfe491 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) {

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