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>
This commit is contained in:
Bas Nieuwenhuizen
2017-08-18 00:32:41 +02:00
parent 3d5f29f5f9
commit 64164a1313

View File

@@ -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) {