[vulkan] Clean up some bitrot int the forward renderer

The recent changes for planes and shadows broke the forward renderer
pipeline spec.
This commit is contained in:
Bill Currie 2023-07-30 13:47:47 +09:00
parent ffb113fa65
commit 4ccd4ba3c7
2 changed files with 31 additions and 14 deletions

View file

@ -121,14 +121,14 @@ properties = {
depth_test_and_write = {
depthTestEnable = true;
depthWriteEnable = true;
depthCompareOp = less_or_equal;
depthCompareOp = greater_or_equal;
depthBoundsTestEnable = false;
stencilTestEnable = false;
};
depth_test_only = {
depthTestEnable = true;
depthWriteEnable = false;
depthCompareOp = less_or_equal;
depthCompareOp = greater_or_equal;
depthBoundsTestEnable = false;
stencilTestEnable = false;
};
@ -142,7 +142,7 @@ properties = {
depth_disable = {
depthTestEnable = false;
depthWriteEnable = false;
depthCompareOp = less_or_equal;
depthCompareOp = greater_or_equal;
depthBoundsTestEnable = false;
stencilTestEnable = false;
};
@ -412,8 +412,8 @@ properties = {
primitiveRestartEnable = false;
};
layout = {
// skin
descriptorSets = (matrix_set, texture_set, bone_set);
// skin
descriptorSets = (matrix_set, shadowmat_set, texture_set, bone_set);
pushConstants = {
vertex = {
Model = mat4;
@ -733,6 +733,16 @@ descriptorSetLayouts = {
},
);
};
shadowmat_set = {
bindings = (
{
binding = 0;
descriptorType = storage_buffer;
descriptorCount = 1;
stageFlags = vertex|fragment;
},
);
};
quad_data_set = {
bindings = (
{
@ -803,6 +813,16 @@ descriptorSetLayouts = {
},
);
};
planes_set = {
bindings = (
{
binding = 0;
descriptorType = storage_buffer;
descriptorCount = 1;
stageFlags = fragment;
},
);
};
sprite_set = {
bindings = (
{
@ -1017,7 +1037,7 @@ renderpasses = {
format = $images.depth.format;
loadOp = clear;
finalLayout = depth_stencil_attachment_optimal;
clearValue = { depthStencil = { depth = 1; stencil = 0; }; };
clearValue = { depthStencil = { depth = 0; stencil = 0; }; };
view = depth;
};
color = {
@ -1230,7 +1250,7 @@ renderpasses = {
format = $images.cube_depth.format;
loadOp = clear;
finalLayout = depth_stencil_attachment_optimal;
clearValue = { depthStencil = { depth = 1; stencil = 0; }; };
clearValue = { depthStencil = { depth = 0; stencil = 0; }; };
view = cube_depth;
};
color = {
@ -1386,14 +1406,11 @@ steps = {
};
};
};
shadow = {
dependencies = (wait_on_fence);
//currently empty
};
world = {
dependencies = (wait_on_fence);
process = {
tasks = (
{ func = bsp_reset_queues; },
{ func = bsp_visit_world;
params = (main); },
{ func = scene_draw_viewmodel; },
@ -1414,7 +1431,7 @@ steps = {
};
};
main = {
dependencies = (setup_main, particles, shadow, world, translucent);
dependencies = (setup_main, particles, world, translucent);
render = {
renderpasses = {
deferred = $renderpasses.deferred;

View file

@ -1,9 +1,9 @@
#version 450
layout (set = 1, binding = 0) uniform sampler2D Skin;
layout (set = 2, binding = 0) uniform sampler2D Skin;
layout (push_constant) uniform PushConstants {
layout (offset = 68)
layout (offset = 72)
uint colorA;
uint colorB;
vec4 base_color;