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>
This commit is contained in:
Iago Toral Quiroga
2024-05-29 10:01:59 +02:00
committed by Marge Bot
parent 03554f18b3
commit 98a86f8743

View File

@@ -930,7 +930,7 @@ get_device_properties(const struct v3dv_physical_device *device,
.maxVertexInputAttributes = MAX_VERTEX_ATTRIBS,
.maxVertexInputBindings = MAX_VBS,
.maxVertexInputAttributeOffset = 0xffffffff,
.maxVertexInputBindingStride = 0xffffffff,
.maxVertexInputBindingStride = MESA_VK_MAX_VERTEX_BINDING_STRIDE,
.maxVertexOutputComponents = max_varying_components,
/* Tessellation limits */