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authorTobin Ehlis <tobin@lunarg.com>2015-09-17 08:46:18 -0600
committerTobin Ehlis <tobin@lunarg.com>2015-09-21 11:41:46 -0600
commit71ccff011ec16ed932fe8b58504f05d3915b64cb (patch)
tree3910c90251f4ac30d027c9ca64722f3eb3ced822 /layers/device_limits.cpp
parent3bbc9d950dff9879eea04a28757b93df6832e831 (diff)
downloadusermoji-71ccff011ec16ed932fe8b58504f05d3915b64cb.tar.xz
Remove old checks from pipeline.c and verify that they're handled in validation
Most checks were already handled in DrawState. Added additional check for invalid patchControlPoints along with a new test, but test can't run on sample driver b/c TESS shaders not supported by the shader compiler. For check that VBO vtx & attrib binding counts don't exceed VB array limit, added comment noting that this is a device-specific limit that should be captured in API-defined "maxVertexInputBindings" and added to DeviceLimits. Also added pending task for ParamChecker to fix how it handles arrays in vkCreateGraphicsPipelines() call. It has a bug in how it handles check that each shader "stage" is within acceptable enum limits.
Diffstat (limited to 'layers/device_limits.cpp')
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