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authorNanley Chery <nanley.g.chery@intel.com>2016-07-12 15:21:37 -0700
committerNanley Chery <nanley.g.chery@intel.com>2016-07-15 14:54:26 -0700
commit609b58b01c8f8df45a1d7b1cbb3842d809f036f1 (patch)
tree4273eba0c3c598e836ebcd417d677f636ca7d205
parente1809d90d84745344038e04b0807adbb2739a9e4 (diff)
func.desc.dynamic: Bind the correct number of vertex buffers
The vertex shader has only one vertex input attribute. Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
-rw-r--r--src/tests/func/desc/dynamic.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/tests/func/desc/dynamic.c b/src/tests/func/desc/dynamic.c
index c57cd5c..238eb8f 100644
--- a/src/tests/func/desc/dynamic.c
+++ b/src/tests/func/desc/dynamic.c
@@ -242,7 +242,7 @@ test(void)
}
}, VK_SUBPASS_CONTENTS_INLINE);
- vkCmdBindVertexBuffers(t_cmd_buffer, 0, 2,
+ vkCmdBindVertexBuffers(t_cmd_buffer, 0, 1,
(VkBuffer[]) { buffer },
(VkDeviceSize[]) { vertex_offset });
vkCmdBindPipeline(t_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);