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Three VUIDs for graphics pipeline creation state that if conservativePointAndLineRasterization is not supported, the last pre-rasterization step must not output points or lines:
VUID-VkGraphicsPipelineCreateInfo-conservativePointAndLineRasterization-08892 for input assembly
VUID-VkGraphicsPipelineCreateInfo-conservativePointAndLineRasterization-06760 for geometry shader
VUID-VkGraphicsPipelineCreateInfo-conservativePointAndLineRasterization-06761 for mesh shader
However, what if the pipeline uses input assembly and does not have a geometry shader, but does have tessellation shaders? Then the input assembly's primitive topology will be patches, and it's the tessellation shaders that determine the final primitive type.
If this is an omission, then VUID-VkGraphicsPipelineCreateInfo-conservativePointAndLineRasterization-08892 would need to be adjusted to only apply if there are no tessellation shaders. An additional VUID is needed for the case that tessellation shaders are present, checking against the tessellation shader output (Isolines/PointMode).
The text was updated successfully, but these errors were encountered:
I think you're right there needs to be VUs added to forbid tessellation shaders from outputting lines and points if the implementation doesn't support conservativePointAndLineRasterization. I've assigned the issue to myself to patch this hole.
Three VUIDs for graphics pipeline creation state that if
conservativePointAndLineRasterization
is not supported, the last pre-rasterization step must not output points or lines:However, what if the pipeline uses input assembly and does not have a geometry shader, but does have tessellation shaders? Then the input assembly's primitive topology will be patches, and it's the tessellation shaders that determine the final primitive type.
If this is an omission, then VUID-VkGraphicsPipelineCreateInfo-conservativePointAndLineRasterization-08892 would need to be adjusted to only apply if there are no tessellation shaders. An additional VUID is needed for the case that tessellation shaders are present, checking against the tessellation shader output (
Isolines
/PointMode
).The text was updated successfully, but these errors were encountered: