pCreateInfo->pRasterizationState->frontFace;
}
- if (states & ANV_CMD_DIRTY_DYNAMIC_PRIMITIVE_TOPOLOGY) {
+ if ((states & ANV_CMD_DIRTY_DYNAMIC_PRIMITIVE_TOPOLOGY) &&
+ (pipeline->active_stages & VK_SHADER_STAGE_VERTEX_BIT)) {
assert(pCreateInfo->pInputAssemblyState);
dynamic->primitive_topology = pCreateInfo->pInputAssemblyState->topology;
}
pCreateInfo->pRasterizationState->depthBiasEnable;
}
- if (states & ANV_CMD_DIRTY_DYNAMIC_PRIMITIVE_RESTART_ENABLE) {
+ if ((states & ANV_CMD_DIRTY_DYNAMIC_PRIMITIVE_RESTART_ENABLE) &&
+ (pipeline->active_stages & VK_SHADER_STAGE_VERTEX_BIT)) {
assert(pCreateInfo->pInputAssemblyState);
dynamic->primitive_restart_enable =
pCreateInfo->pInputAssemblyState->primitiveRestartEnable;