d2de931c16
From the Vulkan spec says:
"VUID-VkGraphicsPipelineCreateInfo-pStages-00738
If the pipeline is being created with pre-rasterization shader
state and pStages includes a geometry shader stage, and does not
include any tessellation shader stages, its shader code must
contain an OpExecutionMode instruction specifying an input
primitive type that is compatible with the primitive topology
specified in pInputAssembly"
In other words, the GS input primitive and the topology must match, so
it's possible to get this information directly from the GS instead of
from the pipeline key. Main benefit is that the driver can compile all
pre-rasterization stages without knowing the primitive topology.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18282>