quakeforge/libs/video/renderer/vulkan/shadow.plist
Bill Currie 8e7474f614 [vulkan] Hook up the shadow map render pass
There are some issues with the light renderers getting mangled, and only
the first light is even touched (just begin and end of render pass), but
this gets a lot of the framework into place.
2022-09-22 09:35:57 +09:00

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{
clearValues = (
{ depthStencil = { depth = 1; stencil = 0; }; },
);
info = {
color = "[0.2, 0.2, 0.2, 1]";
subpass_info = (
{ name = depth; color = "[ 0.5, 0.5, 0.5, 1]" },
);
};
renderpass_base = {
attachments = (
{
format = $output.format;
samples = 1;
loadOp = dont_care;
storeOp = store;
stencilLoadOp = dont_care;
stencilStoreOp = dont_care;
initialLayout = undefined;
finalLayout = shader_read_only_optimal;
},
);
subpasses = (
{ // 0 depth
pipelineBindPoint = graphics;
depthStencilAttachment = {
attachment = 0;
layout = depth_stencil_attachment_optimal;
};
}
);
};
renderpass_6 = {
@inherit = $properties.renderpass_base;
@next = (VkRenderPassMultiviewCreateInfo, {
viewMasks = (0x0000003fu);
});
};
renderpass_4 = {
@inherit = $properties.renderpass_base;
@next = (VkRenderPassMultiviewCreateInfo, {
viewMasks = (0x0000000fu);
});
};
renderpass_1 = {
@inherit = $properties.renderpass_base;
@next = (VkRenderPassMultiviewCreateInfo, {
viewMasks = (0x00000001u);
});
};
}