const VkLayerDispatchTable **disp;
disp = (const VkLayerDispatchTable **) gpus[i];
*disp = icd->loader_dispatch + i;
+ loader_activate_layers(icd, i, ptr_instance->extension_count,
+ (const char *const*) ptr_instance->extension_names);
}
count += n;
func.append(" VkResult res;")
func.append("")
- # active layers before dispatching CreateDevice
- if proto.name == "CreateDevice":
- func.append(" {")
- func.append(" uint32_t gpu_index;")
- func.append(" struct loader_icd *icd = loader_get_icd((const VkBaseLayerObject *) gpu, &gpu_index);")
- func.append(" loader_activate_layers((void *) icd, gpu_index, %s->extensionCount, %s->ppEnabledExtensionNames);"
- % (proto.params[1].name, proto.params[1].name))
- func.append(" }")
- func.append("")
-
# get dispatch table and unwrap GPUs
for param in proto.params:
stmt = ""