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authorKristian Høgsberg Kristensen <[email protected]>2016-02-01 11:54:40 -0800
committerKristian Høgsberg Kristensen <[email protected]>2016-02-01 12:00:05 -0800
commitdc5fdcd6b7463955ba4733a27791cf85008f5e7a (patch)
tree6d1a8ae6d4b47ac627b3008cac78bbc1cee911b4
parentffbc32f8d936ab009ef0ed46526fbb5c35ff7258 (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.c2
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,