Issue 479: Remove VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT
authorAlexander Galazin <alexander.galazin@arm.com>
Thu, 25 Aug 2016 10:32:42 +0000 (12:32 +0200)
committerAlexander Galazin <alexander.galazin@arm.com>
Thu, 25 Aug 2016 10:32:42 +0000 (12:32 +0200)
dEQP-VK.glsl.texture_gather.basic.2d.depth32f.size_pot.compare_less.clamp_to_edge_repeat unconditionally creates a VkImage with VK_FORMAT_D32_SFLOAT and VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT which is optional.
However that the test does not really need VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT because the image is not used as D/S attachment, but as SAMPLED and TRANSFER.

Change-Id: Ia8a9fe62b3f6e0cf4635e25b33f1f79e2538ba3f

external/vulkancts/modules/vulkan/shaderrender/vktShaderRender.cpp

index e7aa41f..2885e3b 100644 (file)
@@ -2107,9 +2107,6 @@ void ShaderRenderCaseInstance::createSamplerUniform (deUint32                                             bindingLocati
        Move<VkImage>                                   vkTexture;
        de::MovePtr<Allocation>                 allocation;
 
-       if (isShadowSampler)
-               imageUsageFlags |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
-
        if (m_imageBackingMode == IMAGE_BACKING_MODE_SPARSE)
        {
                checkSparseSupport(imageType);