vulkan.h: Bug 13616 Clarification of types of sample counts
diff --git a/include/vulkan.h b/include/vulkan.h
index eaab4a1..4e1265a 100644
--- a/include/vulkan.h
+++ b/include/vulkan.h
@@ -1742,7 +1742,7 @@
{
VkStructureType sType; // Must be VK_STRUCTURE_TYPE_PIPELINE_MS_STATE_CREATE_INFO
const void* pNext; // Pointer to next structure
- uint32_t samples;
+ uint32_t rasterSamples;
bool32_t multisampleEnable; // optional (GL45)
bool32_t sampleShadingEnable; // optional (GL45)
float minSampleShading; // optional (GL45)
diff --git a/layers/draw_state.cpp b/layers/draw_state.cpp
index 783ef91..0c0265b 100644
--- a/layers/draw_state.cpp
+++ b/layers/draw_state.cpp
@@ -631,7 +631,7 @@
PIPELINE_NODE* pPipe = pipelineMap[pipeline];
if (VK_STRUCTURE_TYPE_PIPELINE_MS_STATE_CREATE_INFO == pPipe->msStateCI.sType) {
if (pPipe->msStateCI.multisampleEnable)
- return pPipe->msStateCI.samples;
+ return pPipe->msStateCI.rasterSamples;
}
return 1;
}
diff --git a/tests/layer_validation_tests.cpp b/tests/layer_validation_tests.cpp
index 860c2af..e201b8f 100644
--- a/tests/layer_validation_tests.cpp
+++ b/tests/layer_validation_tests.cpp
@@ -1588,7 +1588,7 @@
const VkPipelineMsStateCreateInfo pipe_ms_state_ci = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_MS_STATE_CREATE_INFO,
.pNext = NULL,
- .samples = 4,
+ .rasterSamples = 4,
.multisampleEnable = 1,
.sampleShadingEnable = 0,
.minSampleShading = 1.0,
@@ -1813,7 +1813,7 @@
const VkPipelineMsStateCreateInfo pipe_ms_state_ci = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_MS_STATE_CREATE_INFO,
.pNext = NULL,
- .samples = 1,
+ .rasterSamples = 1,
.multisampleEnable = 1,
.sampleShadingEnable = 0,
.minSampleShading = 1.0,
diff --git a/tests/vkrenderframework.cpp b/tests/vkrenderframework.cpp
index 699452a..ba19a97 100644
--- a/tests/vkrenderframework.cpp
+++ b/tests/vkrenderframework.cpp
@@ -1100,7 +1100,7 @@
m_ms_state.sType = VK_STRUCTURE_TYPE_PIPELINE_MS_STATE_CREATE_INFO;
m_ms_state.multisampleEnable = VK_FALSE;
m_ms_state.sampleMask = 1; // Do we have to specify MSAA even just to disable it?
- m_ms_state.samples = 1;
+ m_ms_state.rasterSamples = 1;
m_ms_state.minSampleShading = 0;
m_ms_state.sampleShadingEnable = 0;