Fix use of sparse binding queue on default context
authorDaniel Koch <dkoch@nvidia.com>
Wed, 31 Jan 2018 22:22:15 +0000 (17:22 -0500)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Mon, 5 Feb 2018 08:21:56 +0000 (03:21 -0500)
commit3926b410a39d35a279c909524d50f08646637724
tree8143e0a04ec1ec8cdc23a63cfc3fc5c568160e4f
parent05f51f8ca217ca515a80ce05570ed7201b0b9085
Fix use of sparse binding queue on default context

Avoid trying to create two separate queues
when the queueIndex and sparseQueueIndex are the same,
as this violates valid usage which states:
"The queueFamilyIndex member of each element of pQueueCreateInfos
 must be unique within pQueueCreateInfos"

Affects:
All vulkan tests
The forerunner change claimed it only affected the following specifically:
dEQP-VK.texture.shadow.*
dEQP-VK.renderpass.sparserendertarget.*

Component: Vuklan
VK-GL-CTS issue: 898, 964

Change-Id: I342e11f9a63eab875336b8078890e677a5d29a2d
external/vulkancts/modules/vulkan/vktTestCase.cpp