return;
idx += array_idx;
idx += dyn_info->stage[stage].image_count;
- state->iv[p_stage][idx].resource = iv->image->bo;
- if (iv->vk.aspects == VK_IMAGE_ASPECT_DEPTH_BIT)
- state->iv[p_stage][idx].format = lvp_vk_format_to_pipe_format(iv->vk.format);
- else if (iv->vk.aspects == VK_IMAGE_ASPECT_STENCIL_BIT)
- state->iv[p_stage][idx].format = util_format_stencil_only(lvp_vk_format_to_pipe_format(iv->vk.format));
- else
- state->iv[p_stage][idx].format = lvp_vk_format_to_pipe_format(iv->vk.format);
+ if (iv) {
+ state->iv[p_stage][idx].resource = iv->image->bo;
+ if (iv->vk.aspects == VK_IMAGE_ASPECT_DEPTH_BIT)
+ state->iv[p_stage][idx].format = lvp_vk_format_to_pipe_format(iv->vk.format);
+ else if (iv->vk.aspects == VK_IMAGE_ASPECT_STENCIL_BIT)
+ state->iv[p_stage][idx].format = util_format_stencil_only(lvp_vk_format_to_pipe_format(iv->vk.format));
+ else
+ state->iv[p_stage][idx].format = lvp_vk_format_to_pipe_format(iv->vk.format);
- if (iv->vk.view_type == VK_IMAGE_VIEW_TYPE_3D) {
- state->iv[p_stage][idx].u.tex.first_layer = 0;
- state->iv[p_stage][idx].u.tex.last_layer = iv->vk.extent.depth - 1;
+ if (iv->vk.view_type == VK_IMAGE_VIEW_TYPE_3D) {
+ state->iv[p_stage][idx].u.tex.first_layer = 0;
+ state->iv[p_stage][idx].u.tex.last_layer = iv->vk.extent.depth - 1;
+ } else {
+ state->iv[p_stage][idx].u.tex.first_layer = iv->vk.base_array_layer,
+ state->iv[p_stage][idx].u.tex.last_layer = iv->vk.base_array_layer + iv->vk.layer_count - 1;
+ }
+ state->iv[p_stage][idx].u.tex.level = iv->vk.base_mip_level;
} else {
- state->iv[p_stage][idx].u.tex.first_layer = iv->vk.base_array_layer,
- state->iv[p_stage][idx].u.tex.last_layer = iv->vk.base_array_layer + iv->vk.layer_count - 1;
+ state->iv[p_stage][idx].resource = NULL;
+ state->iv[p_stage][idx].format = PIPE_FORMAT_NONE;
+ state->iv[p_stage][idx].u.tex.first_layer = 0;
+ state->iv[p_stage][idx].u.tex.last_layer = 0;
+ state->iv[p_stage][idx].u.tex.level = 0;
}
- state->iv[p_stage][idx].u.tex.level = iv->vk.base_mip_level;
state->iv[p_stage][idx].access = PIPE_IMAGE_ACCESS_READ_WRITE;
state->iv[p_stage][idx].shader_access = PIPE_IMAGE_ACCESS_READ_WRITE;
if (state->num_shader_images[p_stage] <= idx)