To use when we have e.g. input attachments, but there is no layer
export in the previous shader and hence no layered rendering.
---
 src/amd/vulkan/radv_pipeline.c | 7 ++++---
 1 file changed, 4 insertions(+), 3 deletions(-)

diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c
index bd5eeb776c4..5d94acc1519 100644
--- a/src/amd/vulkan/radv_pipeline.c
+++ b/src/amd/vulkan/radv_pipeline.c
@@ -1995,10 +1995,11 @@ static void calculate_ps_inputs(struct radv_pipeline 
*pipeline)
 
        if (ps->info.fs.layer_input) {
                unsigned vs_offset = 
outinfo->vs_output_param_offset[VARYING_SLOT_LAYER];
-               if (vs_offset != AC_EXP_PARAM_UNDEFINED) {
+               if (vs_offset != AC_EXP_PARAM_UNDEFINED)
                        pipeline->graphics.ps_input_cntl[ps_offset] = 
offset_to_ps_input(vs_offset, true);
-                       ++ps_offset;
-               }
+               else
+                       pipeline->graphics.ps_input_cntl[ps_offset] = 
offset_to_ps_input(AC_EXP_PARAM_DEFAULT_VAL_0000, true);
+               ++ps_offset;
        }
 
        if (ps->info.fs.has_pcoord) {
-- 
2.14.1

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