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 <airlied@redhat.com>
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@@ -2119,10 +2119,11 @@ static void calculate_ps_inputs(struct radv_pipeline *pipeline)
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if (ps->info.fs.layer_input) {
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unsigned vs_offset = outinfo->vs_output_param_offset[VARYING_SLOT_LAYER];
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if (vs_offset != AC_EXP_PARAM_UNDEFINED) {
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if (vs_offset != AC_EXP_PARAM_UNDEFINED)
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pipeline->graphics.ps_input_cntl[ps_offset] = offset_to_ps_input(vs_offset, true);
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++ps_offset;
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}
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else
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pipeline->graphics.ps_input_cntl[ps_offset] = offset_to_ps_input(AC_EXP_PARAM_DEFAULT_VAL_0000, true);
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++ps_offset;
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}
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if (ps->info.fs.has_pcoord) {
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