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author | Nanley Chery <nanley.g.chery@intel.com> | 2016-07-12 15:21:37 -0700 |
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committer | Nanley Chery <nanley.g.chery@intel.com> | 2016-07-15 14:54:26 -0700 |
commit | 609b58b01c8f8df45a1d7b1cbb3842d809f036f1 (patch) | |
tree | 4273eba0c3c598e836ebcd417d677f636ca7d205 | |
parent | e1809d90d84745344038e04b0807adbb2739a9e4 (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.c | 2 |
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); |