mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-18 08:33:37 +00:00
11e30583cf
While I have trouble imagining it making that much performance difference going from 4 verts to 3 for a whopping 2 polygons, or even from 2 triangles to 1 for each poly, using only indices for the vertices does remove a lot of code, and better yet, some memory and buffer allocations... always a good thing. That said, I guess freeing up a GPU thread for something else could make a difference.
1078 lines
25 KiB
Text
1078 lines
25 KiB
Text
{
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limits = {
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//FIXME this really needs to be an external variable as the C code
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//needs to agree on the size, so it might as well set maxSamplers
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//directly (and any other such variable)
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maxSamplers = "min (256u, $physDevLimits.maxPerStageDescriptorSamplers)";
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};
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samplers = {
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quakepic = {
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magFilter = nearest;
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minFilter = nearest;
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mipmapMode = nearest;
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addressModeU = clamp_to_edge;
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addressModeV = clamp_to_edge;
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addressModeW = clamp_to_edge;
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mipLodBias = 0;
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anisotropyEnable = false;
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|
maxAnisotropy = 0;
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compareEnable = false;
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compareOp = always;
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minLod = 0;
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maxLod = 0;
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borderColor = float_transparent_black;
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unnormalizedCoordinates = false;
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};
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quakebsp_sampler = {
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magFilter = linear;
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minFilter = linear;
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mipmapMode = linear;
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addressModeU = repeat;
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addressModeV = repeat;
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addressModeW = repeat;
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mipLodBias = 0;
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anisotropyEnable = false;
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maxAnisotropy = 0;
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compareEnable = false;
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compareOp = always;
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minLod = 0;
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maxLod = 4;
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borderColor = float_transparent_black;
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unnormalizedCoordinates = false;
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};
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alias_sampler = {
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magFilter = linear;
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minFilter = linear;
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mipmapMode = linear;
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addressModeU = clamp_to_edge;
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addressModeV = clamp_to_edge;
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addressModeW = clamp_to_edge;
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mipLodBias = 0;
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anisotropyEnable = false;
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maxAnisotropy = 0;
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compareEnable = false;
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compareOp = always;
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minLod = 0;
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maxLod = 1000;
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borderColor = float_transparent_black;
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unnormalizedCoordinates = false;
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};
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sprite_sampler = $properties.samplers.alias_sampler;
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shadow_sampler = {
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magFilter = linear;
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minFilter = linear;
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mipmapMode = linear;
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addressModeU = clamp_to_edge;
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addressModeV = clamp_to_edge;
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addressModeW = clamp_to_edge;
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mipLodBias = 0;
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anisotropyEnable = false;
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maxAnisotropy = 0;
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compareEnable = true;
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compareOp = greater_or_equal;
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minLod = 0;
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maxLod = 1000;
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borderColor = float_transparent_black;
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unnormalizedCoordinates = false;
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};
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};
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descriptorPools = {
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matrix_pool = {
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flags = 0;
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maxSets = $frames.size;
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bindings = (
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{
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type = uniform_buffer;
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descriptorCount = $frames.size;
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},
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);
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};
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twod_pool = {
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flags = 0;
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maxSets = $frames.size;
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bindings = (
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{
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type = combined_image_sampler;
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descriptorCount = $frames.size;
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},
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);
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};
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texture_pool = {
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flags = free_descriptor_set;
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maxSets = 512;
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bindings = (
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{
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type = combined_image_sampler;
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descriptorCount = $properties.descriptorPools.texture_pool.maxSets;
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},
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);
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};
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particle_pool = {
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flags = 0;
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maxSets = $frames.size;
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bindings = (
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{
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type = storage_buffer;
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descriptorCount = 3;
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},
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);
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};
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sprite_pool = {
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flags = free_descriptor_set;
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maxSets = 64; //FIXME cvar?
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bindings = (
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{
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type = uniform_buffer;
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descriptorCount = $properties.descriptorPools.sprite_pool.maxSets;
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},
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{
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type = combined_image_sampler;
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descriptorCount = $properties.descriptorPools.sprite_pool.maxSets;
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},
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);
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};
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//FIXME probably should just share a larger pool
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alias_pool = $properties.descriptorPools.texture_pool;
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quakebsp_pool = $properties.descriptorPools.texture_pool;
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lighting_attach_pool = {
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flags = 0;
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maxSets = $frames.size;
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bindings = (
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{
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type = input_attachment;
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descriptorCount = "5z * $frames.size";
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},
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);
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};
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lighting_lights_pool = {
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flags = 0;
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maxSets = $frames.size;
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bindings = (
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{
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type = uniform_buffer;
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descriptorCount = $frames.size;
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},
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);
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};
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lighting_shadow_pool = {
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flags = 0;
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maxSets = $frames.size;
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bindings = (
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{
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type = combined_image_sampler;
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descriptorCount = "$frames.size * size_t($properties.limits.maxSamplers)";
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},
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);
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};
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compose_attach_pool = {
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flags = 0;
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maxSets = $frames.size;
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bindings = (
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{
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type = input_attachment;
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descriptorCount = "2z * $frames.size";
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},
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);
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};
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};
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setLayouts = {
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matrix_set = {
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bindings = (
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{
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binding = 0;
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descriptorType = uniform_buffer;
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descriptorCount = 1;
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stageFlags = vertex|geometry;
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},
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);
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};
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twod_set = {
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bindings = (
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{
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binding = 0;
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descriptorType = combined_image_sampler;
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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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texture_set = {
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bindings = (
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{
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binding = 0;
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descriptorType = combined_image_sampler;
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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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quakebsp_set = $properties.setLayouts.texture_set;
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alias_set = $properties.setLayouts.texture_set;
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sprite_set = {
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bindings = (
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{
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binding = 0;
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descriptorType = uniform_buffer;
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descriptorCount = 1;
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stageFlags = vertex;
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},
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{
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binding = 1;
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descriptorType = combined_image_sampler;
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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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lighting_attach = {
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bindings = (
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{
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binding = 0;
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descriptorType = input_attachment;
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descriptorCount = 1;
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stageFlags = fragment;
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},
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{
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binding = 1;
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descriptorType = input_attachment;
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descriptorCount = 1;
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stageFlags = fragment;
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},
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{
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binding = 2;
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descriptorType = input_attachment;
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descriptorCount = 1;
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stageFlags = fragment;
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},
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{
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binding = 3;
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descriptorType = input_attachment;
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descriptorCount = 1;
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stageFlags = fragment;
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},
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{
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binding = 4;
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descriptorType = input_attachment;
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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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lighting_lights = {
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bindings = (
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{
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binding = 0;
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descriptorType = uniform_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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lighting_shadow = {
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bindings = (
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{
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binding = 0;
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descriptorType = combined_image_sampler;
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descriptorCount = $properties.limits.maxSamplers;
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stageFlags = fragment;
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},
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);
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};
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compose_attach = {
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bindings = (
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{
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binding = 0;
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descriptorType = input_attachment;
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descriptorCount = 1;
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stageFlags = fragment;
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},
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{
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binding = 1;
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descriptorType = input_attachment;
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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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particle_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 = compute;
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},
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{
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binding = 1;
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descriptorType = storage_buffer;
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descriptorCount = 1;
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stageFlags = compute;
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},
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{
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binding = 2;
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descriptorType = storage_buffer;
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descriptorCount = 1;
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stageFlags = compute;
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},
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);
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};
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};
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pipelineLayouts = {
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twod_layout = {
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setLayouts = (matrix_set, twod_set);
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};
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quakebsp_layout = {
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setLayouts = (matrix_set, texture_set, texture_set);
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pushConstantRanges = (
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{
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stageFlags = vertex;
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offset = 0;
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size = "16 * 4";
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},
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{
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stageFlags = fragment;
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offset = 64;
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size = "4 * 4 + 4";
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},
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);
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};
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alias_layout = {
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setLayouts = (matrix_set, alias_set);
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pushConstantRanges = (
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{
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stageFlags = vertex;
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offset = 0;
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size = "16 * 4 + 4";
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},
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{
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stageFlags = fragment;
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offset = 68;
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size = "3 * 4 + 2 * 4 * 4 + 4";
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},
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);
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};
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sprite_layout = {
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setLayouts = (matrix_set, sprite_set);
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pushConstantRanges = (
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{
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stageFlags = vertex;
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offset = 0;
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size = "16 * 4 + 4";
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},
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{
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stageFlags = fragment;
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offset = 64;
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size = "2 * 4 + 2 * 4 + 4 * 4";
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},
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);
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};
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lighting_layout = {
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setLayouts = (lighting_attach, lighting_lights, lighting_shadow);
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};
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compose_layout = {
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setLayouts = (compose_attach);
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};
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partphysics_layout = {
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setLayouts = (particle_set);
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pushConstantRanges = (
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{
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stageFlags = compute;
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offset = 0;
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size = "16 * 4 + 4";
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},
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);
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};
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partupdate_layout = {
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setLayouts = (particle_set, particle_set, particle_set);
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};
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partdraw_layout = {
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setLayouts = (matrix_set);
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|
pushConstantRanges = (
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{
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stageFlags = vertex;
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offset = 0;
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size = "16 * 4";
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},
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);
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};
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};
|
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depthStencil = {
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|
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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depthBoundsTestEnable = false;
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stencilTestEnable = false;
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};
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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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depthBoundsTestEnable = false;
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|
stencilTestEnable = false;
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};
|
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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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depthBoundsTestEnable = false;
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stencilTestEnable = false;
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};
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};
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inputAssembly = {
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alias = {
|
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topology = triangle_list;
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primitiveRestartEnable = false;
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};
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brush = {
|
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topology = triangle_fan;
|
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primitiveRestartEnable = true;
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};
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twod = {
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topology = triangle_strip;
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primitiveRestartEnable = true;
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};
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sprite = {
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topology = triangle_strip;
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primitiveRestartEnable = true;
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};
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};
|
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vertexInput = {
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index_only = {
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bindings = ();
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attributes = ();
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};
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alias = {
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|
bindings = (
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{ binding = 0; stride = "2 * 4 * 4"; inputRate = vertex; },
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{ binding = 1; stride = "2 * 4 * 4"; inputRate = vertex; },
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{ binding = 2; stride = "2 * 4"; inputRate = vertex; },
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);
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attributes = (
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{ location = 0; binding = 0; format = r32g32b32a32_sfloat; offset = 0; },
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|
{ location = 1; binding = 0; format = r32g32b32a32_sfloat; offset = 16; },
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{ location = 2; binding = 1; format = r32g32b32a32_sfloat; offset = 0; },
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{ location = 3; binding = 1; format = r32g32b32a32_sfloat; offset = 16; },
|
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{ location = 4; binding = 2; format = r32g32_sfloat; offset = 0; },
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);
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};
|
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brush = {
|
|
bindings = (
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{ binding = 0; stride = "2 * 4 * 4"; inputRate = vertex; },
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);
|
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attributes = (
|
|
{ location = 0; binding = 0; format = r32g32b32a32_sfloat; offset = 0; },
|
|
{ location = 1; binding = 0; format = r32g32b32a32_sfloat; offset = 16; },
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);
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};
|
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particle = {
|
|
bindings = (
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{ binding = 0; stride = "4 * 4 * 4"; inputRate = vertex; },
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|
);
|
|
attributes = (
|
|
{ location = 0; binding = 0; format = r32g32b32a32_sfloat; offset = 0; },
|
|
{ location = 1; binding = 0; format = r32g32b32a32_sfloat; offset = 16; },
|
|
{ location = 2; binding = 0; format = r32g32b32a32_sfloat; offset = 16; },
|
|
{ location = 3; binding = 0; format = r32g32b32a32_sfloat; offset = 16; },
|
|
);
|
|
};
|
|
twod = {
|
|
bindings = (
|
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{ binding = 0; stride = "2 * 4 * 4"; inputRate = vertex; },
|
|
);
|
|
attributes = (
|
|
{ location = 0; binding = 0; format = r32g32_sfloat; offset = 0; },
|
|
{ location = 1; binding = 0; format = r32g32_sfloat; offset = 8; },
|
|
{ location = 2; binding = 0; format = r32g32b32a32_sfloat; offset = 16; },
|
|
);
|
|
};
|
|
};
|
|
|
|
rasterization = {
|
|
cw_cull_back = {
|
|
depthClampEnable = false;
|
|
rasterizerDiscardEnable = false;
|
|
polygonMode = fill;
|
|
cullMode = back;
|
|
frontFace = clockwise;
|
|
depthBiasEnable = false;
|
|
lineWidth = 1;
|
|
};
|
|
counter_cw_cull_back = {
|
|
depthClampEnable = false;
|
|
rasterizerDiscardEnable = false;
|
|
polygonMode = fill;
|
|
cullMode = back;
|
|
frontFace = counter_clockwise;
|
|
depthBiasEnable = false;
|
|
lineWidth = 1;
|
|
};
|
|
};
|
|
|
|
multisample = {
|
|
rasterizationSamples = $msaaSamples;
|
|
sampleShadingEnable = false;
|
|
minSampleShading = 0.5f;
|
|
alphaToCoverageEnable = false;
|
|
alphaToOneEnable = false;
|
|
};
|
|
|
|
viewport = {
|
|
viewports = (
|
|
{
|
|
x = 0; y = 0;
|
|
width = 640; height = 480;
|
|
minDepth = 0; maxDepth = 1;
|
|
}
|
|
);
|
|
scissors = (
|
|
{
|
|
offset = { x = 0; y = 0 };
|
|
extent = { width = 640; height = 480; };
|
|
},
|
|
);
|
|
};
|
|
|
|
attachmentBlendOp = {
|
|
disabled = {
|
|
blendEnable = false;
|
|
srcColorBlendFactor = src_alpha;
|
|
dstColorBlendFactor = one_minus_src_alpha;
|
|
colorBlendOp = add;
|
|
srcAlphaBlendFactor = src_alpha;
|
|
dstAlphaBlendFactor = one_minus_src_alpha;
|
|
alphaBlendOp = add;
|
|
colorWriteMask = r|g|b|a;
|
|
};
|
|
alpha_blend = {
|
|
blendEnable = true;
|
|
srcColorBlendFactor = src_alpha;
|
|
dstColorBlendFactor = one_minus_src_alpha;
|
|
colorBlendOp = add;
|
|
srcAlphaBlendFactor = src_alpha;
|
|
dstAlphaBlendFactor = one_minus_src_alpha;
|
|
alphaBlendOp = add;
|
|
colorWriteMask = r|g|b|a;
|
|
};
|
|
};
|
|
|
|
fstriangle = {
|
|
vertexInput = {
|
|
bindings = ();
|
|
attributes = ();
|
|
};
|
|
inputAssembly = {
|
|
topology = triangle_list;
|
|
primitiveRestartEnable = false;
|
|
};
|
|
colorBlend = {
|
|
logicOpEnable = false;
|
|
attachments = ($properties.attachmentBlendOp.disabled);
|
|
};
|
|
};
|
|
|
|
pipelines = {
|
|
alias_shadow = {
|
|
subpass = 0;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/alias_shadow.vert;
|
|
},
|
|
);
|
|
vertexInput = {
|
|
bindings = (
|
|
"$properties.vertexInput.alias.bindings[0]",
|
|
"$properties.vertexInput.alias.bindings[1]",
|
|
);
|
|
attributes = (
|
|
"$properties.vertexInput.alias.attributes[0]",
|
|
"$properties.vertexInput.alias.attributes[1]",
|
|
"$properties.vertexInput.alias.attributes[2]",
|
|
"$properties.vertexInput.alias.attributes[3]",
|
|
);
|
|
};
|
|
inputAssembly = $properties.inputAssembly.alias;
|
|
viewport = $properties.viewport;
|
|
rasterization = $properties.rasterization.cw_cull_back;
|
|
multisample = $properties.multisample;
|
|
depthStencil = $properties.depthStencil.test_and_write;
|
|
colorBlend = $properties.pipelines.alias_gbuf.colorBlend;
|
|
dynamic = {
|
|
dynamicState = ( viewport, scissor );
|
|
};
|
|
layout = alias_layout;
|
|
};
|
|
bsp_shadow = {
|
|
subpass = 0;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/bsp_shadow.vert;
|
|
},
|
|
);
|
|
vertexInput = {
|
|
bindings = (
|
|
"$properties.vertexInput.brush.bindings[0]",
|
|
);
|
|
attributes = (
|
|
"$properties.vertexInput.brush.attributes[0]",
|
|
);
|
|
};
|
|
inputAssembly = $properties.inputAssembly.brush;
|
|
viewport = $properties.viewport;
|
|
rasterization = $properties.rasterization.cw_cull_back;
|
|
multisample = $properties.multisample;
|
|
depthStencil = $properties.depthStencil.test_and_write;
|
|
colorBlend = $properties.pipelines.bsp_gbuf.colorBlend;
|
|
dynamic = {
|
|
dynamicState = ( viewport, scissor );
|
|
};
|
|
layout = quakebsp_layout;
|
|
renderPass = renderpass;
|
|
};
|
|
alias_depth = {
|
|
subpass = 0;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/alias_depth.vert;
|
|
},
|
|
);
|
|
vertexInput = {
|
|
// depth pass doesn't use UVs
|
|
bindings = (
|
|
"$properties.vertexInput.alias.bindings[0]",
|
|
"$properties.vertexInput.alias.bindings[1]",
|
|
);
|
|
attributes = (
|
|
"$properties.vertexInput.alias.attributes[0]",
|
|
"$properties.vertexInput.alias.attributes[1]",
|
|
"$properties.vertexInput.alias.attributes[2]",
|
|
"$properties.vertexInput.alias.attributes[3]",
|
|
);
|
|
};
|
|
inputAssembly = $properties.inputAssembly.alias;
|
|
viewport = $properties.viewport;
|
|
rasterization = $properties.rasterization.cw_cull_back;
|
|
multisample = $properties.multisample;
|
|
depthStencil = $properties.depthStencil.test_and_write;
|
|
colorBlend = $properties.pipelines.alias_gbuf.colorBlend;
|
|
dynamic = {
|
|
dynamicState = ( viewport, scissor );
|
|
};
|
|
layout = alias_layout;
|
|
renderPass = renderpass;
|
|
};
|
|
alias_gbuf = {
|
|
subpass = 2;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/alias.vert;
|
|
},
|
|
{
|
|
stage = fragment;
|
|
name = main;
|
|
module = $builtin/alias_gbuf.frag;
|
|
},
|
|
);
|
|
vertexInput = $properties.vertexInput.alias;
|
|
inputAssembly = $properties.inputAssembly.alias;
|
|
viewport = $properties.viewport;
|
|
rasterization = $properties.rasterization.cw_cull_back;
|
|
multisample = $properties.multisample;
|
|
depthStencil = $properties.depthStencil.test_only;
|
|
colorBlend = {
|
|
logicOpEnable = false;
|
|
attachments = (
|
|
$properties.attachmentBlendOp.disabled,
|
|
$properties.attachmentBlendOp.disabled,
|
|
$properties.attachmentBlendOp.disabled,
|
|
$properties.attachmentBlendOp.disabled,
|
|
);
|
|
};
|
|
dynamic = {
|
|
dynamicState = ( viewport, scissor, blend_constants );
|
|
};
|
|
layout = alias_layout;
|
|
renderPass = renderpass;
|
|
};
|
|
bsp_depth = {
|
|
subpass = 0;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/bsp_depth.vert;
|
|
},
|
|
);
|
|
vertexInput = {
|
|
bindings = (
|
|
"$properties.vertexInput.brush.bindings[0]",
|
|
);
|
|
attributes = (
|
|
"$properties.vertexInput.brush.attributes[0]",
|
|
);
|
|
};
|
|
inputAssembly = $properties.inputAssembly.brush;
|
|
viewport = $properties.viewport;
|
|
rasterization = $properties.rasterization.cw_cull_back;
|
|
multisample = $properties.multisample;
|
|
depthStencil = $properties.depthStencil.test_and_write;
|
|
colorBlend = $properties.pipelines.bsp_gbuf.colorBlend;
|
|
dynamic = {
|
|
dynamicState = ( viewport, scissor );
|
|
};
|
|
layout = quakebsp_layout;
|
|
renderPass = renderpass;
|
|
};
|
|
bsp_gbuf = {
|
|
subpass = 2;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/bsp_gbuf.vert;
|
|
},
|
|
{
|
|
stage = geometry;
|
|
name = main;
|
|
module = $builtin/bsp_gbuf.geom;
|
|
},
|
|
{
|
|
stage = fragment;
|
|
name = main;
|
|
module = $builtin/bsp_gbuf.frag;
|
|
},
|
|
);
|
|
vertexInput = $properties.vertexInput.brush;
|
|
inputAssembly = $properties.inputAssembly.brush;
|
|
viewport = $properties.viewport;
|
|
rasterization = $properties.rasterization.cw_cull_back;
|
|
multisample = $properties.multisample;
|
|
depthStencil = $properties.depthStencil.test_only;
|
|
colorBlend = {
|
|
logicOpEnable = false;
|
|
attachments = (
|
|
$properties.attachmentBlendOp.disabled,
|
|
$properties.attachmentBlendOp.disabled,
|
|
$properties.attachmentBlendOp.disabled,
|
|
$properties.attachmentBlendOp.disabled,
|
|
);
|
|
};
|
|
dynamic = {
|
|
dynamicState = ( viewport, scissor, blend_constants );
|
|
};
|
|
layout = quakebsp_layout;
|
|
renderPass = renderpass;
|
|
};
|
|
bsp_skybox = {
|
|
subpass = 1;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/quakebsp.vert;
|
|
},
|
|
{
|
|
stage = fragment;
|
|
name = main;
|
|
module = $builtin/bsp_sky.frag;
|
|
specializationInfo = {
|
|
mapEntries = (
|
|
// doSkyBox
|
|
{ size = 4; offset = 0; constantID = 0; },
|
|
// doSkySheet
|
|
{ size = 4; offset = 4; constantID = 1; },
|
|
);
|
|
data = "array(1, 0)";
|
|
};
|
|
},
|
|
);
|
|
vertexInput = $properties.vertexInput.brush;
|
|
inputAssembly = $properties.inputAssembly.brush;
|
|
viewport = $properties.viewport;
|
|
rasterization = $properties.rasterization.cw_cull_back;
|
|
multisample = $properties.multisample;
|
|
depthStencil = $properties.depthStencil.test_only;
|
|
colorBlend = {
|
|
logicOpEnable = false;
|
|
attachments = ($properties.attachmentBlendOp.disabled);
|
|
};
|
|
dynamic = {
|
|
dynamicState = ( viewport, scissor );
|
|
};
|
|
layout = quakebsp_layout;
|
|
renderPass = renderpass;
|
|
};
|
|
bsp_skysheet = {
|
|
subpass = 1;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/quakebsp.vert;
|
|
},
|
|
{
|
|
stage = fragment;
|
|
name = main;
|
|
module = $builtin/bsp_sky.frag;
|
|
specializationInfo = {
|
|
mapEntries = (
|
|
// doSkyBox
|
|
{ size = 4; offset = 0; constantID = 0; },
|
|
// doSkySheet
|
|
{ size = 4; offset = 4; constantID = 1; },
|
|
);
|
|
data = "array(0, 1)";
|
|
};
|
|
},
|
|
);
|
|
vertexInput = $properties.vertexInput.brush;
|
|
inputAssembly = $properties.inputAssembly.brush;
|
|
viewport = $properties.viewport;
|
|
rasterization = $properties.rasterization.cw_cull_back;
|
|
multisample = $properties.multisample;
|
|
depthStencil = $properties.depthStencil.test_only;
|
|
colorBlend = {
|
|
logicOpEnable = false;
|
|
attachments = ($properties.attachmentBlendOp.disabled);
|
|
};
|
|
dynamic = {
|
|
dynamicState = ( viewport, scissor );
|
|
};
|
|
layout = quakebsp_layout;
|
|
renderPass = renderpass;
|
|
};
|
|
bsp_turb = {
|
|
subpass = 1;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/quakebsp.vert;
|
|
},
|
|
{
|
|
stage = fragment;
|
|
name = main;
|
|
module = $builtin/bsp_turb.frag;
|
|
},
|
|
);
|
|
vertexInput = $properties.vertexInput.brush;
|
|
inputAssembly = $properties.inputAssembly.brush;
|
|
viewport = $properties.viewport;
|
|
rasterization = $properties.rasterization.cw_cull_back;
|
|
multisample = $properties.multisample;
|
|
depthStencil = $properties.depthStencil.test_only;
|
|
colorBlend = {
|
|
logicOpEnable = false;
|
|
attachments = ($properties.attachmentBlendOp.disabled);
|
|
};
|
|
dynamic = {
|
|
dynamicState = ( viewport, scissor );
|
|
};
|
|
layout = quakebsp_layout;
|
|
renderPass = renderpass;
|
|
};
|
|
partdraw = {
|
|
subpass = 1;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/particle.vert;
|
|
},
|
|
{
|
|
stage = geometry;
|
|
name = main;
|
|
module = $builtin/particle.geom;
|
|
},
|
|
{
|
|
stage = fragment;
|
|
name = main;
|
|
module = $builtin/particle.frag;
|
|
},
|
|
);
|
|
vertexInput = $properties.vertexInput.particle;
|
|
inputAssembly = $properties.inputAssembly.sprite;
|
|
viewport = $properties.viewport;
|
|
rasterization = $properties.rasterization.cw_cull_back;
|
|
multisample = $properties.multisample;
|
|
depthStencil = $properties.depthStencil.test_only;
|
|
colorBlend = $properties.pipelines.bsp_turb.colorBlend;
|
|
dynamic = {
|
|
dynamicState = ( viewport, scissor, blend_constants );
|
|
};
|
|
layout = partdraw_layout;
|
|
renderPass = renderpass;
|
|
};
|
|
sprite_gbuf = {
|
|
subpass = 2;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/sprite_gbuf.vert;
|
|
},
|
|
{
|
|
stage = fragment;
|
|
name = main;
|
|
module = $builtin/sprite_gbuf.frag;
|
|
},
|
|
);
|
|
vertexInput = $properties.vertexInput.index_only;
|
|
inputAssembly = $properties.inputAssembly.sprite;
|
|
viewport = $properties.viewport;
|
|
rasterization = $properties.rasterization.cw_cull_back;
|
|
multisample = $properties.multisample;
|
|
depthStencil = $properties.depthStencil.test_only;
|
|
colorBlend = $properties.pipelines.alias_gbuf.colorBlend;
|
|
dynamic = {
|
|
dynamicState = ( viewport, scissor, blend_constants );
|
|
};
|
|
layout = sprite_layout;
|
|
renderPass = renderpass;
|
|
};
|
|
sprite_depth = {
|
|
subpass = 0;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/sprite_depth.vert;
|
|
},
|
|
{
|
|
stage = fragment;
|
|
name = main;
|
|
module = $builtin/sprite_depth.frag;
|
|
},
|
|
);
|
|
vertexInput = $properties.vertexInput.index_only;
|
|
inputAssembly = $properties.inputAssembly.alias;
|
|
viewport = $properties.viewport;
|
|
rasterization = $properties.rasterization.cw_cull_back;
|
|
multisample = $properties.multisample;
|
|
depthStencil = $properties.depthStencil.test_and_write;
|
|
colorBlend = $properties.pipelines.alias_gbuf.colorBlend;
|
|
dynamic = {
|
|
dynamicState = ( viewport, scissor );
|
|
};
|
|
layout = sprite_layout;
|
|
renderPass = renderpass;
|
|
};
|
|
twod = {
|
|
subpass = 1;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/twod.vert;
|
|
},
|
|
{
|
|
stage = fragment;
|
|
name = main;
|
|
module = $builtin/twod.frag;
|
|
},
|
|
);
|
|
vertexInput = $properties.vertexInput.twod;
|
|
inputAssembly = $properties.inputAssembly.twod;
|
|
viewport = $properties.viewport;
|
|
rasterization = $properties.rasterization.counter_cw_cull_back;
|
|
multisample = $properties.multisample;
|
|
depthStencil = $properties.depthStencil.test_only;
|
|
colorBlend = {
|
|
logicOpEnable = false;
|
|
attachments = ($properties.attachmentBlendOp.alpha_blend);
|
|
};
|
|
dynamic = {
|
|
dynamicState = ( viewport, scissor );
|
|
};
|
|
layout = twod_layout;
|
|
renderPass = renderpass;
|
|
};
|
|
lighting = {
|
|
subpass = 3;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/fstriangle.vert;
|
|
},
|
|
{
|
|
stage = fragment;
|
|
name = main;
|
|
module = $builtin/lighting.frag;
|
|
specializationInfo = {
|
|
mapEntries = (
|
|
{ size = 4; offset = 0; constantID = 0; },
|
|
);
|
|
data = "array(uint($properties.limits.maxSamplers))";
|
|
};
|
|
},
|
|
);
|
|
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;
|
|
renderPass = renderpass;
|
|
};
|
|
compose = {
|
|
subpass = 4;
|
|
stages = (
|
|
{
|
|
stage = vertex;
|
|
name = main;
|
|
module = $builtin/fstriangle.vert;
|
|
},
|
|
{
|
|
stage = fragment;
|
|
name = main;
|
|
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;
|
|
renderPass = renderpass;
|
|
};
|
|
partphysics = {
|
|
stage = {
|
|
stage = compute;
|
|
name = main;
|
|
module = $builtin/partphysics.comp;
|
|
};
|
|
layout = partphysics_layout;
|
|
};
|
|
partupdate = {
|
|
stage = {
|
|
stage = compute;
|
|
name = main;
|
|
module = $builtin/partupdate.comp;
|
|
};
|
|
layout = partupdate_layout;
|
|
};
|
|
};
|
|
}
|