diff --git a/libs/video/renderer/vulkan/rp_main_fwd.plist b/libs/video/renderer/vulkan/rp_main_fwd.plist index 5648205e4..957e8a645 100644 --- a/libs/video/renderer/vulkan/rp_main_fwd.plist +++ b/libs/video/renderer/vulkan/rp_main_fwd.plist @@ -1056,7 +1056,7 @@ output = { finalLayout = shader_read_only_optimal; }; renderpasses = { - deferred = { + forward = { color = "[0, 1, 0, 1]"; framebuffer = { width = $render_output.extent.width; @@ -1082,107 +1082,8 @@ renderpasses = { }; }; subpasses = { - depth = { - color = "[ 0.5, 0.5, 0.5, 1]"; - attachments = { - depth = { - depth = depth_stencil_attachment_optimal; - }; - preserve = (color); - }; - - base_pipeline = { - @inherit = $pipeline_base; - depthStencil = $depth_test_and_write; - rasterization = $cw_cull_back; - }; - pipelines = { - bsp:depth = { - color = $color.bsp; - tasks = ( - { func = bsp_draw_queue; - params = (main, solid, 0); }, - { func = bsp_draw_queue; - params = (main, sky, 0); }, - ); - - stages = ( - $brush.shader.depth_vertex, - ); - vertexInput = { - bindings = ( - "$brush.vertexInput.bindings[0]", - "$brush.vertexInput.bindings[1]", - ); - attributes = ( - "$brush.vertexInput.attributes[0]", - "$brush.vertexInput.attributes[2]", - ); - }; - inputAssembly = $brush.inputAssembly; - layout = $brush.layout; - }; - alias:depth = { - color = $color.alias; - tasks = ( - { func = alias_draw; - params = (main, 0); }, - ); - - stages = ( - $alias.shader.depth_vertex, - ); - vertexInput = { - // depth pass doesn't use UVs - bindings = ( - "$alias.vertexInput.bindings[0]", - "$alias.vertexInput.bindings[1]", - ); - attributes = ( - "$alias.vertexInput.attributes[0]", - "$alias.vertexInput.attributes[1]", - "$alias.vertexInput.attributes[2]", - "$alias.vertexInput.attributes[3]", - ); - }; - inputAssembly = $alias.inputAssembly; - layout = $alias.layout; - }; - iqm:depth = { - color = $color.iqm; - tasks = ( - { func = iqm_draw; - params = (0); }, - ); - - stages = ( - $iqm.shader.depth_vertex, - ); - vertexInput = $iqm.vertexInput; - inputAssembly = $iqm.inputAssembly; - layout = $iqm.layout; - }; - sprite:depth = { - color = $color.sprite; - tasks = ( - { func = sprite_draw; }, - ); - - stages = ( - $sprite.shader.depth_vertex, - $sprite.shader.depth_fragment, - ); - vertexInput = $sprite.vertexInput; - inputAssembly = $sprite.inputAssembly; - layout = $sprite.layout; - }; - }; - }; color = { color = "[ 0.3, 0.7, 0.3, 1]"; - dependencies = { - depth = $depth_dependency; - }; attachments = { color = { color = { @@ -1191,15 +1092,17 @@ renderpasses = { }; }; depth = { - depth = depth_stencil_read_only_optimal; + depth = depth_stencil_attachment_optimal; }; }; + base_pipeline = { @inherit = $pipeline_base; + depthStencil = $depth_test_and_write; rasterization = $cw_cull_back; }; pipelines = { - bsp:color = { + bsp = { color = $color.bsp; tasks = ( { func = bsp_draw_queue; @@ -1217,7 +1120,7 @@ renderpasses = { inputAssembly = $brush.inputAssembly; layout = $brush.layout; }; - alias:color = { + alias = { color = $color.alias; tasks = ( { func = alias_draw; @@ -1232,7 +1135,7 @@ renderpasses = { inputAssembly = $alias.inputAssembly; layout = $alias.layout; }; - iqm:color = { + iqm = { color = $color.iqm; tasks = ( { func = iqm_draw; @@ -1247,7 +1150,7 @@ renderpasses = { inputAssembly = $iqm.inputAssembly; layout = $iqm.layout; }; - sprite:color = { + sprite:depth = { color = $color.sprite; tasks = ( { func = sprite_draw; }, @@ -1266,10 +1169,10 @@ renderpasses = { }; output = color; }; - deferred_cube = { - @inherit = $renderpasses.deferred; + forward_cube = { + @inherit = $renderpasses.forward; @next = (VkRenderPassMultiviewCreateInfo, { - viewMasks = (0x3fu, 0x3fu); + viewMasks = (0x3fu); }); framebuffer = { width = "min($render_output.extent.width,$render_output.extent.height)"; @@ -1465,8 +1368,8 @@ steps = { dependencies = (setup_main, particles, world, translucent); render = { renderpasses = { - deferred = $renderpasses.deferred; - deferred_cube = $renderpasses.deferred_cube; + forward = $renderpasses.forward; + forward_cube = $renderpasses.forward_cube; }; }; };