Pass fragment shading rate info to pre rasterization shader state
Fragment shading rate info needs to be passed both as part of the
pre-rasterization shader state and as part of the fragment shader state
when creating pipelines, and it needs to be consistent in both cases.
The graphics pipeline library utilities were only passing that
information as part of the fragment shader state.
Affects:
dEQP-VK.fragment_shading_rate.*.misc_tests.*
dEQP-VK.fragment_shading_rate.*.basic.*
dEQP-VK.pipeline.*.mixed_attachment_samples.*
dEQP-VK.*.sample_locations_ext.*
dEQP-VK.pipeline.*.multisample_with_fragment_shading_rate.*
Components: Vulkan
VK-GL-CTS issue: 4006
Change-Id: Idebba54be2fe0a34a68aab1c5c9ba3d07affe47b
12 files changed: