Metal: Run vertex pulling when using Tint

The config was already being set, but the transform itself was not
being added to the manager.

Bug: dawn:571
Change-Id: I850d5b0f37635598427b4a3a3285d243b89fad46
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/54721
Commit-Queue: James Price <jrprice@google.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Auto-Submit: James Price <jrprice@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
James Price 2021-06-16 16:58:39 +00:00 committed by Dawn LUCI CQ
parent 142108fc8e
commit ff7eb1641e
1 changed files with 1 additions and 0 deletions

View File

@ -105,6 +105,7 @@ namespace dawn_native { namespace metal {
if (stage == SingleShaderStage::Vertex && if (stage == SingleShaderStage::Vertex &&
GetDevice()->IsToggleEnabled(Toggle::MetalEnableVertexPulling)) { GetDevice()->IsToggleEnabled(Toggle::MetalEnableVertexPulling)) {
transformManager.Add<tint::transform::VertexPulling>();
AddVertexPullingTransformConfig(*vertexState, entryPointName, kPullingBufferBindingSet, AddVertexPullingTransformConfig(*vertexState, entryPointName, kPullingBufferBindingSet,
&transformInputs); &transformInputs);