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v3dv: lower maxVertexInputBindingStride to match vulkan runtime

Iago Toral requested to merge itoral/mesa:v3dv_fix_max_vertex_stride into main

v3dv: lower maxVertexInputBindingStride to match vulkan runtime

Since we now use the common vulkan runtime to handle pipeline state and this sets a limit for this at MESA_VK_MAX_VERTEX_BINDING_STRIDE we should do the same, or else we can run into an assert-fail in the runtime code.

Fixes: dEQP-VK.pipeline.monolithic.bind_buffers_2.maintenance5.triangle_list.buffers5.stride_offset_rnd321.whole_size

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