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authorChris Forbes <chrisforbes@google.com>2016-02-01 14:39:54 +1300
committerTobin Ehlis <tobine@google.com>2016-02-10 08:27:03 -0700
commit32bce170582e151c13df697f410a8ccda72454b3 (patch)
tree3d958bb26a806fe34d3c4e8392c3285a017ab4e2 /layers/draw_state.cpp
parent3c306563d9303000f29d432f33967555b0225dad (diff)
downloadusermoji-32bce170582e151c13df697f410a8ccda72454b3.tar.xz
layers: Don't skip over tessellation stages when validating stage interfaces
Signed-off-by: Chris Forbes <chrisforbes@google.com>
Diffstat (limited to 'layers/draw_state.cpp')
-rw-r--r--layers/draw_state.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/layers/draw_state.cpp b/layers/draw_state.cpp
index 5a86b9d4..d73319e1 100644
--- a/layers/draw_state.cpp
+++ b/layers/draw_state.cpp
@@ -1431,7 +1431,7 @@ validate_pipeline_shaders(layer_data *my_data, VkDevice dev, PIPELINE_NODE* pPip
/* TODO: enforce rules about present combinations of shaders */
int producer = get_shader_stage_id(VK_SHADER_STAGE_VERTEX_BIT);
- int consumer = get_shader_stage_id(VK_SHADER_STAGE_GEOMETRY_BIT);
+ int consumer = get_shader_stage_id(VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
while (!shaders[producer] && producer != fragment_stage) {
producer++;