[vulkan] Port line rendering to the new system

I'd already done the programming side when doing slice rendering, but
hadn't hooked up line rendering in the render spec.
This commit is contained in:
Bill Currie 2023-06-22 17:15:40 +09:00
parent 12f1b31701
commit 3c9bd77346

View file

@ -12,6 +12,7 @@ properties = {
waterwarp = "[0.0, 0.7, 0.7, 1]";
fisheye = "[0.0, 0.7, 0.7, 1]";
slice = "[0.8, 0.7, 0.2, 1]";
lines = "[0.8, 0.7, 0.4, 1]";
};
color_dependency = {
src = {
@ -586,6 +587,36 @@ properties = {
descriptorSets = (matrix_set, quad_data_set);
};
};
lines = {
shader = {
vertex = {
stage = vertex;
name = main;
module = $builtin/line.vert;
};
fragment = {
stage = fragment;
name = main;
module = $builtin/line.frag;
};
};
vertexInput = {
bindings = (
{ binding = 0; stride = "2 * 4 + 4"; inputRate = vertex; },
);
attributes = (
{ location = 0; binding = 0; format = r32g32_sfloat; offset = 0; },
{ location = 1; binding = 0; format = r8g8b8a8_unorm; offset = 4; },
);
};
inputAssembly = {
topology = line_list;
primitiveRestartEnable = false;
};
layout = {
descriptorSets = (matrix_set);
};
};
};
descriptorSetLayouts = {
matrix_set = {
@ -1324,6 +1355,22 @@ renderpasses = {
inputAssembly = $slice.inputAssembly;
layout = $slice.layout;
};
lines = {
@inherit = $compose_base;
color = $color.lines;
tasks = (
{ func = line_draw; },
);
stages = (
$lines.shader.vertex,
$lines.shader.fragment,
);
vertexInput = $lines.vertexInput;
inputAssembly = $lines.inputAssembly;
layout = $lines.layout;
};
};
};
};