anv: Advertise robustBufferAccess
The GPU does most of this for us as long as we set up tight bounds for the buffers, which we do. Additionally, we range check dynamically buffers in the shader. With that it's safe to turn on robustBufferAccess.
This commit is contained in:
@@ -336,7 +336,7 @@ void anv_GetPhysicalDeviceFeatures(
|
||||
anv_finishme("Get correct values for PhysicalDeviceFeatures");
|
||||
|
||||
*pFeatures = (VkPhysicalDeviceFeatures) {
|
||||
.robustBufferAccess = false,
|
||||
.robustBufferAccess = true,
|
||||
.fullDrawIndexUint32 = false,
|
||||
.imageCubeArray = false,
|
||||
.independentBlend = false,
|
||||
|
||||
Reference in New Issue
Block a user