mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 22:31:05 +00:00
[vulkan] Clean up duplication in qfpipeline
That @inherit is pretty useful :) This makes it much easier to see how different pipelines differ or how they are the similar. It also makes it much clearer which sub-pass they're for.
This commit is contained in:
parent
79add5590b
commit
b69b7b6a4a
1 changed files with 77 additions and 185 deletions
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@ -558,6 +558,11 @@
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};
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};
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fstriangle = {
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fstriangle = {
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vertexStage = {
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stage = vertex;
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name = main;
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module = $builtin/fstriangle.vert;
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};
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vertexInput = {
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vertexInput = {
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bindings = ();
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bindings = ();
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attributes = ();
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attributes = ();
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@ -573,8 +578,62 @@
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};
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};
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pipelines = {
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pipelines = {
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alias_shadow = {
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base = {
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viewport = $properties.viewport;
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rasterization = $properties.rasterization.counter_cw_cull_back;
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multisample = $properties.multisample;
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depthStencil = $properties.depthStencil.disable;
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colorBlend = {
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logicOpEnable = false;
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attachments = (
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$properties.attachmentBlendOp.disabled,
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$properties.attachmentBlendOp.disabled,
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$properties.attachmentBlendOp.disabled,
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$properties.attachmentBlendOp.disabled,
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);
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};
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dynamic = {
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dynamicState = ( viewport, scissor );
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};
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renderPass = renderpass;
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};
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depth_base = {
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@inherit = $properties.pipelines.base;
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subpass = 0;
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subpass = 0;
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rasterization = $properties.rasterization.cw_cull_back;
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depthStencil = $properties.depthStencil.test_and_write;
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};
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trans_base = {
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@inherit = $properties.pipelines.base;
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subpass = 1;
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rasterization = $properties.rasterization.cw_cull_back;
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depthStencil = $properties.depthStencil.test_only;
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colorBlend = {
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logicOpEnable = false;
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attachments = ($properties.attachmentBlendOp.disabled);
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};
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};
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gbuf_base = {
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@inherit = $properties.pipelines.base;
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subpass = 2;
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rasterization = $properties.rasterization.cw_cull_back;
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depthStencil = $properties.depthStencil.test_only;
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dynamic = {//FIXME why?
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dynamicState = ( viewport, scissor );
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};
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};
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comp_base = {
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@inherit = $properties.pipelines.base;
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vertexInput = $properties.fstriangle.vertexInput;
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inputAssembly = $properties.fstriangle.inputAssembly;
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colorBlend = $properties.fstriangle.colorBlend;
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};
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shadow_base = {
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@inherit = $properties.pipelines.depth_base;
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};
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alias_shadow = {
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@inherit = $properties.pipelines.shadow_base;
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stages = (
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stages = (
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{
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{
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stage = vertex;
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stage = vertex;
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@ -595,18 +654,10 @@
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);
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);
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};
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};
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inputAssembly = $properties.inputAssembly.alias;
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inputAssembly = $properties.inputAssembly.alias;
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viewport = $properties.viewport;
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rasterization = $properties.rasterization.cw_cull_back;
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multisample = $properties.multisample;
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depthStencil = $properties.depthStencil.test_and_write;
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colorBlend = $properties.pipelines.alias_gbuf.colorBlend;
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dynamic = {
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dynamicState = ( viewport, scissor );
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};
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layout = alias_layout;
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layout = alias_layout;
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};
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};
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bsp_shadow = {
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bsp_shadow = {
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subpass = 0;
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@inherit = $properties.pipelines.shadow_base;
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stages = (
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stages = (
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{
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{
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stage = vertex;
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stage = vertex;
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@ -623,19 +674,9 @@
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);
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);
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};
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};
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inputAssembly = $properties.inputAssembly.brush;
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inputAssembly = $properties.inputAssembly.brush;
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viewport = $properties.viewport;
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rasterization = $properties.rasterization.cw_cull_back;
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multisample = $properties.multisample;
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depthStencil = $properties.depthStencil.test_and_write;
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colorBlend = $properties.pipelines.bsp_gbuf.colorBlend;
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dynamic = {
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dynamicState = ( viewport, scissor );
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};
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layout = quakebsp_layout;
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renderPass = renderpass;
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};
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};
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alias_depth = {
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alias_depth = {
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subpass = 0;
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@inherit = $properties.pipelines.depth_base;
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stages = (
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stages = (
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{
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{
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stage = vertex;
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stage = vertex;
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@ -657,19 +698,10 @@
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);
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);
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};
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};
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inputAssembly = $properties.inputAssembly.alias;
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inputAssembly = $properties.inputAssembly.alias;
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viewport = $properties.viewport;
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rasterization = $properties.rasterization.cw_cull_back;
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multisample = $properties.multisample;
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depthStencil = $properties.depthStencil.test_and_write;
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colorBlend = $properties.pipelines.alias_gbuf.colorBlend;
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dynamic = {
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dynamicState = ( viewport, scissor );
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};
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layout = alias_layout;
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layout = alias_layout;
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renderPass = renderpass;
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};
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};
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alias_gbuf = {
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alias_gbuf = {
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subpass = 2;
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@inherit = $properties.pipelines.gbuf_base;
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stages = (
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stages = (
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{
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{
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stage = vertex;
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stage = vertex;
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@ -684,27 +716,10 @@
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);
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);
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vertexInput = $properties.vertexInput.alias;
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vertexInput = $properties.vertexInput.alias;
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inputAssembly = $properties.inputAssembly.alias;
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inputAssembly = $properties.inputAssembly.alias;
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viewport = $properties.viewport;
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rasterization = $properties.rasterization.cw_cull_back;
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multisample = $properties.multisample;
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depthStencil = $properties.depthStencil.test_only;
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colorBlend = {
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logicOpEnable = false;
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attachments = (
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$properties.attachmentBlendOp.disabled,
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$properties.attachmentBlendOp.disabled,
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$properties.attachmentBlendOp.disabled,
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$properties.attachmentBlendOp.disabled,
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);
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};
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dynamic = {
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dynamicState = ( viewport, scissor, blend_constants );
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};
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layout = alias_layout;
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layout = alias_layout;
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renderPass = renderpass;
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};
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};
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bsp_depth = {
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bsp_depth = {
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subpass = 0;
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@inherit = $properties.pipelines.depth_base;
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stages = (
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stages = (
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{
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{
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stage = vertex;
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stage = vertex;
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@ -721,19 +736,10 @@
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);
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);
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};
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};
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inputAssembly = $properties.inputAssembly.brush;
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inputAssembly = $properties.inputAssembly.brush;
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viewport = $properties.viewport;
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rasterization = $properties.rasterization.cw_cull_back;
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multisample = $properties.multisample;
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depthStencil = $properties.depthStencil.test_and_write;
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colorBlend = $properties.pipelines.bsp_gbuf.colorBlend;
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dynamic = {
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dynamicState = ( viewport, scissor );
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};
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layout = quakebsp_layout;
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layout = quakebsp_layout;
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renderPass = renderpass;
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};
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};
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bsp_gbuf = {
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bsp_gbuf = {
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subpass = 2;
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@inherit = $properties.pipelines.gbuf_base;
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stages = (
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stages = (
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{
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{
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stage = vertex;
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stage = vertex;
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@ -753,27 +759,10 @@
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);
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);
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vertexInput = $properties.vertexInput.brush;
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vertexInput = $properties.vertexInput.brush;
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inputAssembly = $properties.inputAssembly.brush;
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inputAssembly = $properties.inputAssembly.brush;
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viewport = $properties.viewport;
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rasterization = $properties.rasterization.cw_cull_back;
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multisample = $properties.multisample;
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depthStencil = $properties.depthStencil.test_only;
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colorBlend = {
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logicOpEnable = false;
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attachments = (
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$properties.attachmentBlendOp.disabled,
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$properties.attachmentBlendOp.disabled,
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$properties.attachmentBlendOp.disabled,
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$properties.attachmentBlendOp.disabled,
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);
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};
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dynamic = {
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dynamicState = ( viewport, scissor, blend_constants );
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};
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layout = quakebsp_layout;
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layout = quakebsp_layout;
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renderPass = renderpass;
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};
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};
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bsp_skybox = {
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bsp_skybox = {
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subpass = 1;
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@inherit = $properties.pipelines.trans_base;
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stages = (
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stages = (
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{
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{
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stage = vertex;
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stage = vertex;
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@ -797,22 +786,10 @@
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);
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);
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vertexInput = $properties.vertexInput.brush;
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vertexInput = $properties.vertexInput.brush;
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inputAssembly = $properties.inputAssembly.brush;
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inputAssembly = $properties.inputAssembly.brush;
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viewport = $properties.viewport;
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rasterization = $properties.rasterization.cw_cull_back;
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multisample = $properties.multisample;
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depthStencil = $properties.depthStencil.test_only;
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colorBlend = {
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logicOpEnable = false;
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attachments = ($properties.attachmentBlendOp.disabled);
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};
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dynamic = {
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dynamicState = ( viewport, scissor );
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};
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layout = quakebsp_layout;
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layout = quakebsp_layout;
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renderPass = renderpass;
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};
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};
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bsp_skysheet = {
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bsp_skysheet = {
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subpass = 1;
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@inherit = $properties.pipelines.trans_base;
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stages = (
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stages = (
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{
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{
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stage = vertex;
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stage = vertex;
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@ -836,22 +813,10 @@
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);
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);
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vertexInput = $properties.vertexInput.brush;
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vertexInput = $properties.vertexInput.brush;
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inputAssembly = $properties.inputAssembly.brush;
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inputAssembly = $properties.inputAssembly.brush;
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viewport = $properties.viewport;
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rasterization = $properties.rasterization.cw_cull_back;
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multisample = $properties.multisample;
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depthStencil = $properties.depthStencil.test_only;
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colorBlend = {
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logicOpEnable = false;
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attachments = ($properties.attachmentBlendOp.disabled);
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};
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dynamic = {
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dynamicState = ( viewport, scissor );
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};
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layout = quakebsp_layout;
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layout = quakebsp_layout;
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renderPass = renderpass;
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};
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};
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bsp_turb = {
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bsp_turb = {
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subpass = 1;
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@inherit = $properties.pipelines.trans_base;
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stages = (
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stages = (
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{
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{
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stage = vertex;
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stage = vertex;
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@ -866,22 +831,10 @@
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);
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);
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vertexInput = $properties.vertexInput.brush;
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vertexInput = $properties.vertexInput.brush;
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inputAssembly = $properties.inputAssembly.brush;
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inputAssembly = $properties.inputAssembly.brush;
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viewport = $properties.viewport;
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rasterization = $properties.rasterization.cw_cull_back;
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multisample = $properties.multisample;
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depthStencil = $properties.depthStencil.test_only;
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colorBlend = {
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logicOpEnable = false;
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attachments = ($properties.attachmentBlendOp.disabled);
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};
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dynamic = {
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dynamicState = ( viewport, scissor );
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};
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layout = quakebsp_layout;
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layout = quakebsp_layout;
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renderPass = renderpass;
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};
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};
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partdraw = {
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partdraw = {
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subpass = 1;
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@inherit = $properties.pipelines.trans_base;
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stages = (
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stages = (
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{
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{
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stage = vertex;
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stage = vertex;
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@ -901,19 +854,10 @@
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);
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);
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vertexInput = $properties.vertexInput.particle;
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vertexInput = $properties.vertexInput.particle;
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inputAssembly = $properties.inputAssembly.sprite;
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inputAssembly = $properties.inputAssembly.sprite;
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viewport = $properties.viewport;
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rasterization = $properties.rasterization.cw_cull_back;
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multisample = $properties.multisample;
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depthStencil = $properties.depthStencil.test_only;
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colorBlend = $properties.pipelines.bsp_turb.colorBlend;
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dynamic = {
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dynamicState = ( viewport, scissor, blend_constants );
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};
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layout = partdraw_layout;
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layout = partdraw_layout;
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renderPass = renderpass;
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};
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};
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sprite_gbuf = {
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sprite_gbuf = {
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subpass = 2;
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@inherit = $properties.pipelines.gbuf_base;
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stages = (
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stages = (
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{
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{
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stage = vertex;
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stage = vertex;
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@ -928,19 +872,10 @@
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);
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);
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vertexInput = $properties.vertexInput.index_only;
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vertexInput = $properties.vertexInput.index_only;
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inputAssembly = $properties.inputAssembly.sprite;
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inputAssembly = $properties.inputAssembly.sprite;
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viewport = $properties.viewport;
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rasterization = $properties.rasterization.cw_cull_back;
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multisample = $properties.multisample;
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depthStencil = $properties.depthStencil.test_only;
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colorBlend = $properties.pipelines.alias_gbuf.colorBlend;
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dynamic = {
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dynamicState = ( viewport, scissor, blend_constants );
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};
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layout = sprite_layout;
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layout = sprite_layout;
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renderPass = renderpass;
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};
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};
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sprite_depth = {
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sprite_depth = {
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subpass = 0;
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@inherit = $properties.pipelines.depth_base;
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stages = (
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stages = (
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{
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{
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stage = vertex;
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stage = vertex;
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@ -955,19 +890,10 @@
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);
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);
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vertexInput = $properties.vertexInput.index_only;
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vertexInput = $properties.vertexInput.index_only;
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inputAssembly = $properties.inputAssembly.alias;
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inputAssembly = $properties.inputAssembly.alias;
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viewport = $properties.viewport;
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rasterization = $properties.rasterization.cw_cull_back;
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multisample = $properties.multisample;
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depthStencil = $properties.depthStencil.test_and_write;
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colorBlend = $properties.pipelines.alias_gbuf.colorBlend;
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dynamic = {
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dynamicState = ( viewport, scissor );
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};
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layout = sprite_layout;
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layout = sprite_layout;
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renderPass = renderpass;
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|
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};
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};
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twod = {
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twod = {
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subpass = 1;
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@inherit = $properties.pipelines.trans_base;//FIXME should be sparate
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stages = (
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stages = (
|
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{
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{
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stage = vertex;
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stage = vertex;
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|
@ -982,28 +908,18 @@
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);
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);
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vertexInput = $properties.vertexInput.twod;
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vertexInput = $properties.vertexInput.twod;
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inputAssembly = $properties.inputAssembly.twod;
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inputAssembly = $properties.inputAssembly.twod;
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viewport = $properties.viewport;
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rasterization = $properties.rasterization.counter_cw_cull_back;
|
rasterization = $properties.rasterization.counter_cw_cull_back;
|
||||||
multisample = $properties.multisample;
|
|
||||||
depthStencil = $properties.depthStencil.test_only;
|
|
||||||
colorBlend = {
|
colorBlend = {
|
||||||
logicOpEnable = false;
|
logicOpEnable = false;
|
||||||
attachments = ($properties.attachmentBlendOp.alpha_blend);
|
attachments = ($properties.attachmentBlendOp.alpha_blend);
|
||||||
};
|
};
|
||||||
dynamic = {
|
|
||||||
dynamicState = ( viewport, scissor );
|
|
||||||
};
|
|
||||||
layout = twod_layout;
|
layout = twod_layout;
|
||||||
renderPass = renderpass;
|
|
||||||
};
|
};
|
||||||
lighting = {
|
lighting = {
|
||||||
|
@inherit = $properties.pipelines.comp_base;
|
||||||
subpass = 3;
|
subpass = 3;
|
||||||
stages = (
|
stages = (
|
||||||
{
|
$properties.fstriangle.vertexStage,
|
||||||
stage = vertex;
|
|
||||||
name = main;
|
|
||||||
module = $builtin/fstriangle.vert;
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
stage = fragment;
|
stage = fragment;
|
||||||
name = main;
|
name = main;
|
||||||
|
@ -1016,46 +932,22 @@
|
||||||
};
|
};
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
vertexInput = $properties.fstriangle.vertexInput;
|
|
||||||
inputAssembly = $properties.fstriangle.inputAssembly;
|
|
||||||
viewport = $properties.viewport;
|
|
||||||
rasterization = $properties.rasterization.counter_cw_cull_back;
|
|
||||||
multisample = $properties.multisample;
|
|
||||||
depthStencil = $properties.depthStencil.disable;
|
|
||||||
colorBlend = $properties.fstriangle.colorBlend;
|
|
||||||
dynamic = {
|
|
||||||
dynamicState = ( viewport, scissor );
|
|
||||||
};
|
|
||||||
layout = lighting_layout;
|
layout = lighting_layout;
|
||||||
renderPass = renderpass;
|
|
||||||
};
|
};
|
||||||
compose = {
|
compose = {
|
||||||
|
@inherit = $properties.pipelines.comp_base;
|
||||||
subpass = 4;
|
subpass = 4;
|
||||||
stages = (
|
stages = (
|
||||||
{
|
$properties.fstriangle.vertexStage,
|
||||||
stage = vertex;
|
|
||||||
name = main;
|
|
||||||
module = $builtin/fstriangle.vert;
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
stage = fragment;
|
stage = fragment;
|
||||||
name = main;
|
name = main;
|
||||||
module = $builtin/compose.frag;
|
module = $builtin/compose.frag;
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
vertexInput = $properties.fstriangle.vertexInput;
|
|
||||||
inputAssembly = $properties.fstriangle.inputAssembly;
|
|
||||||
viewport = $properties.viewport;
|
|
||||||
rasterization = $properties.rasterization.counter_cw_cull_back;
|
|
||||||
multisample = $properties.multisample;
|
|
||||||
depthStencil = $properties.depthStencil.disable;
|
|
||||||
colorBlend = $properties.fstriangle.colorBlend;
|
|
||||||
dynamic = {
|
|
||||||
dynamicState = ( viewport, scissor );
|
|
||||||
};
|
|
||||||
layout = compose_layout;
|
layout = compose_layout;
|
||||||
renderPass = renderpass;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
partphysics = {
|
partphysics = {
|
||||||
stage = {
|
stage = {
|
||||||
stage = compute;
|
stage = compute;
|
||||||
|
|
Loading…
Reference in a new issue