.workgroup_memory_explicit_layout = true,
},
.ubo_addr_format =
- anv_nir_ubo_addr_format(pdevice, device->vk.enabled_features.robustBufferAccess),
+ anv_nir_ubo_addr_format(pdevice, device->robust_buffer_access),
.ssbo_addr_format =
- anv_nir_ssbo_addr_format(pdevice, device->vk.enabled_features.robustBufferAccess),
+ anv_nir_ssbo_addr_format(pdevice, device->robust_buffer_access),
.phys_ssbo_addr_format = nir_address_format_64bit_global,
.push_const_addr_format = nir_address_format_logical,
/* Apply the actual pipeline layout to UBOs, SSBOs, and textures */
NIR_PASS_V(nir, anv_nir_apply_pipeline_layout,
- pdevice, pipeline->device->vk.enabled_features.robustBufferAccess,
+ pdevice, pipeline->device->robust_buffer_access,
layout, &stage->bind_map);
NIR_PASS(_, nir, nir_lower_explicit_io, nir_var_mem_ubo,
anv_nir_ubo_addr_format(pdevice,
- pipeline->device->vk.enabled_features.robustBufferAccess));
+ pipeline->device->robust_buffer_access));
NIR_PASS(_, nir, nir_lower_explicit_io, nir_var_mem_ssbo,
anv_nir_ssbo_addr_format(pdevice,
- pipeline->device->vk.enabled_features.robustBufferAccess));
+ pipeline->device->robust_buffer_access));
/* First run copy-prop to get rid of all of the vec() that address
* calculations often create and then constant-fold so that, when we
}
NIR_PASS_V(nir, anv_nir_compute_push_layout,
- pdevice, pipeline->device->vk.enabled_features.robustBufferAccess,
+ pdevice, pipeline->device->robust_buffer_access,
prog_data, &stage->bind_map, mem_ctx);
if (gl_shader_stage_uses_workgroup(nir->info.stage)) {
switch (stages[s].stage) {
case MESA_SHADER_VERTEX:
populate_vs_prog_key(device,
- pipeline->base.device->vk.enabled_features.robustBufferAccess,
+ pipeline->base.device->robust_buffer_access,
&stages[s].key.vs);
break;
case MESA_SHADER_TESS_CTRL:
populate_tcs_prog_key(device,
- pipeline->base.device->vk.enabled_features.robustBufferAccess,
+ pipeline->base.device->robust_buffer_access,
state->ts->patch_control_points,
&stages[s].key.tcs);
break;
case MESA_SHADER_TESS_EVAL:
populate_tes_prog_key(device,
- pipeline->base.device->vk.enabled_features.robustBufferAccess,
+ pipeline->base.device->robust_buffer_access,
&stages[s].key.tes);
break;
case MESA_SHADER_GEOMETRY:
populate_gs_prog_key(device,
- pipeline->base.device->vk.enabled_features.robustBufferAccess,
+ pipeline->base.device->robust_buffer_access,
&stages[s].key.gs);
break;
case MESA_SHADER_FRAGMENT: {
populate_wm_prog_key(pipeline,
- pipeline->base.device->vk.enabled_features.robustBufferAccess,
+ pipeline->base.device->robust_buffer_access,
state->dynamic, state->ms, state->rp,
&stages[s].key.wm);
break;
struct anv_shader_bin *bin = NULL;
- populate_cs_prog_key(device, device->vk.enabled_features.robustBufferAccess, &stage.key.cs);
+ populate_cs_prog_key(device, device->robust_buffer_access, &stage.key.cs);
ANV_FROM_HANDLE(anv_pipeline_layout, layout, info->layout);