diff options
author | Kristian Høgsberg Kristensen <[email protected]> | 2016-02-01 11:54:40 -0800 |
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committer | Kristian Høgsberg Kristensen <[email protected]> | 2016-02-01 12:00:05 -0800 |
commit | dc5fdcd6b7463955ba4733a27791cf85008f5e7a (patch) | |
tree | 6d1a8ae6d4b47ac627b3008cac78bbc1cee911b4 | |
parent | ffbc32f8d936ab009ef0ed46526fbb5c35ff7258 (diff) |
anv: Advertise robustBufferAccess
The GPU does most of this for us as long as we set up tight bounds for
the buffers, which we do. Additionally, we range check dynamically
buffers in the shader. With that it's safe to turn on robustBufferAccess.
-rw-r--r-- | src/vulkan/anv_device.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/vulkan/anv_device.c b/src/vulkan/anv_device.c index 1e0bfb080d9..09aca1ab1e9 100644 --- a/src/vulkan/anv_device.c +++ b/src/vulkan/anv_device.c @@ -336,7 +336,7 @@ void anv_GetPhysicalDeviceFeatures( anv_finishme("Get correct values for PhysicalDeviceFeatures"); *pFeatures = (VkPhysicalDeviceFeatures) { - .robustBufferAccess = false, + .robustBufferAccess = true, .fullDrawIndexUint32 = false, .imageCubeArray = false, .independentBlend = false, |