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:
Kristian Høgsberg Kristensen 2016-02-01 11:54:40 -08:00
parent ffbc32f8d9
commit dc5fdcd6b7

View file

@ -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,