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gpuav: Fix / 0 in draw mesh indirect validation #9019
gpuav: Fix / 0 in draw mesh indirect validation #9019
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CI Vulkan-ValidationLayers build queued with queue ID 323679. |
CI Vulkan-ValidationLayers build # 18322 running. |
max_held_draw_cmds = | ||
static_cast<uint32_t>((draw_buffer_full_size - draw_buffer_offset) / draw_cmds_byte_stride); | ||
} else { | ||
max_held_draw_cmds = 1; |
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nit: quote section from the spec: "If drawCount is less than or equal to one, stride is ignored." ?
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Yes good point!
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CI Vulkan-ValidationLayers build queued with queue ID 323712. |
CI Vulkan-ValidationLayers build # 18323 running. |
CI Vulkan-ValidationLayers build # 18323 passed. |
@@ -176,3 +176,67 @@ TEST_F(PositiveGpuAVIndirectBuffer, Mesh) { | |||
m_default_queue->Submit(m_command_buffer); | |||
m_default_queue->Wait(); | |||
} | |||
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TEST_F(PositiveGpuAVIndirectBuffer, MeshSingleCommand) { |
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can we add a test for vkCmdDrawIndirect
and vkCmdDrawIndexedIndirect
which also can have this draw, you only added a code change to the DrawMeshIndirect
code
Closes #9014