Vulkan: Work around indexed fragment output bug on AMD drivers

This commit is contained in:
Stenzek
2016-09-24 23:13:17 +10:00
parent f6cdc38c8b
commit bac8c2d441
3 changed files with 20 additions and 2 deletions

View File

@ -222,6 +222,14 @@ enum Bug
// the geometry shader. Current workaround is to make sure the geometry shader always consumes
// the gl_ClipDistance inputs from the vertex shader.
BUG_BROKENCLIPDISTANCE,
// Bug: Dual-source outputs from fragment shaders are broken on AMD Vulkan drivers
// Started Version: -1
// Ended Version: -1
// Fragment shaders that specify dual-source outputs, via layout(location = 0, index = ...) cause
// the driver to fail to create graphics pipelines. The workaround for this is to specify the
// index as a MRT location instead, or omit the binding completely.
BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION,
};
// Initializes our internal vendor, device family, and driver version