vk: Always use a placeholder vertex shader in meta
The clear pipeline didn't have a vertex shader and relied on the clear shader being hardcoded by the compiler to accept one attribute. This necessitated a few special cases in the 3DSTATE_VS setup. Instead, always provide a vertex shader, even if we disable VS dispatch. Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
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@@ -527,12 +527,10 @@ gen8_graphics_pipeline_create(
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if (pipeline->vs_simd8 == NO_KERNEL || (extra && extra->disable_vs))
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anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_VS,
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.FunctionEnable = false,
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.VertexURBEntryOutputReadOffset = 1,
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/* Even if VS is disabled, SBE still gets the amount of
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* vertex data to read from this field. We use attribute
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* count - 1, as we don't count the VUE header here. */
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.VertexURBEntryOutputLength =
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DIV_ROUND_UP(pCreateInfo->pVertexInputState->attributeCount - 1, 2));
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* vertex data to read from this field. */
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.VertexURBEntryOutputReadOffset = offset,
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.VertexURBEntryOutputLength = length);
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else
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anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_VS,
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.KernelStartPointer = pipeline->vs_simd8,
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