v3dv: lower maxVertexInputBindingStride to match vulkan runtime
Since we now use the common vulkan runtime to handle pipeline state and this sets a limit for this at MESA_VK_MAX_VERTEX_BINDING_STRIDE we should do the same, or else we can run into an assert-fail in the runtime code. Fixes: dEQP-VK.pipeline.monolithic.bind_buffers_2.maintenance5.triangle_list.buffers5.stride_offset_rnd321.whole_size Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29454>
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@@ -930,7 +930,7 @@ get_device_properties(const struct v3dv_physical_device *device,
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.maxVertexInputAttributes = MAX_VERTEX_ATTRIBS,
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.maxVertexInputAttributes = MAX_VERTEX_ATTRIBS,
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.maxVertexInputBindings = MAX_VBS,
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.maxVertexInputBindings = MAX_VBS,
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.maxVertexInputAttributeOffset = 0xffffffff,
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.maxVertexInputAttributeOffset = 0xffffffff,
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.maxVertexInputBindingStride = 0xffffffff,
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.maxVertexInputBindingStride = MESA_VK_MAX_VERTEX_BINDING_STRIDE,
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.maxVertexOutputComponents = max_varying_components,
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.maxVertexOutputComponents = max_varying_components,
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/* Tessellation limits */
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/* Tessellation limits */
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