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https://git.code.sf.net/p/quake/quakeforge
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[vulkan] Clean up some bitrot int the forward renderer
The recent changes for planes and shadows broke the forward renderer pipeline spec.
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ffb113fa65
commit
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2 changed files with 31 additions and 14 deletions
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@ -121,14 +121,14 @@ properties = {
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depth_test_and_write = {
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depthTestEnable = true;
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depthWriteEnable = true;
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depthCompareOp = less_or_equal;
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depthCompareOp = greater_or_equal;
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depthBoundsTestEnable = false;
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stencilTestEnable = false;
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};
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depth_test_only = {
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depthTestEnable = true;
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depthWriteEnable = false;
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depthCompareOp = less_or_equal;
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depthCompareOp = greater_or_equal;
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depthBoundsTestEnable = false;
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stencilTestEnable = false;
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};
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@ -142,7 +142,7 @@ properties = {
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depth_disable = {
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depthTestEnable = false;
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depthWriteEnable = false;
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depthCompareOp = less_or_equal;
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depthCompareOp = greater_or_equal;
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depthBoundsTestEnable = false;
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stencilTestEnable = false;
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};
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@ -412,8 +412,8 @@ properties = {
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primitiveRestartEnable = false;
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};
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layout = {
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// skin
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descriptorSets = (matrix_set, texture_set, bone_set);
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// skin
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descriptorSets = (matrix_set, shadowmat_set, texture_set, bone_set);
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pushConstants = {
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vertex = {
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Model = mat4;
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@ -733,6 +733,16 @@ descriptorSetLayouts = {
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},
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);
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};
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shadowmat_set = {
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bindings = (
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{
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binding = 0;
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descriptorType = storage_buffer;
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descriptorCount = 1;
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stageFlags = vertex|fragment;
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},
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);
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};
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quad_data_set = {
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bindings = (
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{
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@ -803,6 +813,16 @@ descriptorSetLayouts = {
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},
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);
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};
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planes_set = {
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bindings = (
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{
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binding = 0;
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descriptorType = storage_buffer;
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descriptorCount = 1;
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stageFlags = fragment;
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},
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);
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};
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sprite_set = {
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bindings = (
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{
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@ -1017,7 +1037,7 @@ renderpasses = {
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format = $images.depth.format;
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loadOp = clear;
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finalLayout = depth_stencil_attachment_optimal;
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clearValue = { depthStencil = { depth = 1; stencil = 0; }; };
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clearValue = { depthStencil = { depth = 0; stencil = 0; }; };
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view = depth;
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};
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color = {
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@ -1230,7 +1250,7 @@ renderpasses = {
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format = $images.cube_depth.format;
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loadOp = clear;
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finalLayout = depth_stencil_attachment_optimal;
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clearValue = { depthStencil = { depth = 1; stencil = 0; }; };
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clearValue = { depthStencil = { depth = 0; stencil = 0; }; };
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view = cube_depth;
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};
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color = {
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@ -1386,14 +1406,11 @@ steps = {
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};
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};
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};
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shadow = {
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dependencies = (wait_on_fence);
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//currently empty
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};
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world = {
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dependencies = (wait_on_fence);
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process = {
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tasks = (
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{ func = bsp_reset_queues; },
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{ func = bsp_visit_world;
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params = (main); },
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{ func = scene_draw_viewmodel; },
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@ -1414,7 +1431,7 @@ steps = {
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};
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};
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main = {
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dependencies = (setup_main, particles, shadow, world, translucent);
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dependencies = (setup_main, particles, world, translucent);
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render = {
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renderpasses = {
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deferred = $renderpasses.deferred;
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@ -1,9 +1,9 @@
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#version 450
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layout (set = 1, binding = 0) uniform sampler2D Skin;
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layout (set = 2, binding = 0) uniform sampler2D Skin;
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layout (push_constant) uniform PushConstants {
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layout (offset = 68)
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layout (offset = 72)
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uint colorA;
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uint colorB;
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vec4 base_color;
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