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authorSamuel Pitoiset <[email protected]>2019-10-17 14:57:04 +0200
committerSamuel Pitoiset <[email protected]>2019-11-25 16:29:21 +0100
commit905c005561015957da8faf1613034521f8ac42ca (patch)
treed5d4d68bf300ec43167e01274d00450e6c7c3f97 /src/amd/vulkan/radv_constants.h
parentfaa58201f362e65d7b24f3cb1dd1fb8a87a7f8db (diff)
radv: create decompress pipelines for separate depth/stencil layouts
No functional changes as the driver still uses the depth+stencil pipeline. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Diffstat (limited to 'src/amd/vulkan/radv_constants.h')
-rw-r--r--src/amd/vulkan/radv_constants.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/amd/vulkan/radv_constants.h b/src/amd/vulkan/radv_constants.h
index 7e33d0c584f..6abcf085206 100644
--- a/src/amd/vulkan/radv_constants.h
+++ b/src/amd/vulkan/radv_constants.h
@@ -53,6 +53,7 @@
#define MAX_INLINE_UNIFORM_BLOCK_COUNT 64
#define NUM_DEPTH_CLEAR_PIPELINES 3
+#define NUM_DEPTH_DECOMPRESS_PIPELINES 3
/*
* This is the point we switch from using CP to compute shader