quakeforge/libs/video/renderer/vulkan/pl_output.plist
Bill Currie 45bcb31684 [vulkan] Use bare dictionaries for spec files
Every time I created a new file from scratch, I always forgot the
enclosing {}. Now I will probably include them by accident :P
2023-03-12 14:48:14 +09:00

258 lines
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samplers = {
linear = {
magFilter = linear;
minFilter = linear;
mipmapMode = linear;
addressModeU = clamp_to_edge;
addressModeV = clamp_to_edge;
addressModeW = clamp_to_edge;
mipLodBias = 0;
anisotropyEnable = false;
maxAnisotropy = 0;
compareEnable = false;
compareOp = always;
minLod = 0;
maxLod = 0;
borderColor = float_transparent_black;
unnormalizedCoordinates = false;
};
};
descriptorPools = {
output_pool = {
flags = 0;
maxSets = "$frames.size * 2z";
bindings = (
{
type = combined_image_sampler;
descriptorCount = "$frames.size * 2z";
},
);
};
};
setLayouts = {
matrix_set = {
bindings = (
{
binding = 0;
descriptorType = uniform_buffer;
descriptorCount = 1;
stageFlags = vertex|geometry|fragment;
},
);
};
output_set = {
bindings = (
{
binding = 0;
descriptorType = combined_image_sampler;
descriptorCount = 1;
stageFlags = fragment;
},
);
};
};
pipelineLayouts = {
output_layout = {
setLayouts = (matrix_set, output_set);
};
waterwarp_layout = {
@inherit = $properties.pipelineLayouts.output_layout;
pushConstantRanges = (
{
stageFlags = fragment;
offset = 0;
size = "4";
}
);
};
fisheye_layout = {
@inherit = $properties.pipelineLayouts.output_layout;
pushConstantRanges = (
{
stageFlags = fragment;
offset = 0;
size = "2 * 4";
}
);
};
};
depthStencil = {
disable = {
depthTestEnable = false;
depthWriteEnable = false;
depthCompareOp = less_or_equal;
depthBoundsTestEnable = false;
stencilTestEnable = false;
};
};
inputAssembly = {
};
vertexInput = {
index_only = {
bindings = ();
attributes = ();
};
};
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 = one;
dstColorBlendFactor = one_minus_src_alpha;
colorBlendOp = add;
srcAlphaBlendFactor = one;
dstAlphaBlendFactor = one_minus_src_alpha;
alphaBlendOp = add;
colorWriteMask = r|g|b|a;
};
};
fstriangle = {
vertexStage = {
stage = vertex;
name = main;
module = $builtin/fstriangle.vert;
};
vertexStageST = {
stage = vertex;
name = main;
module = $builtin/fstrianglest.vert;
};
vertexInput = {
bindings = ();
attributes = ();
};
inputAssembly = {
topology = triangle_list;
primitiveRestartEnable = false;
};
colorBlend = {
logicOpEnable = false;
attachments = ($properties.attachmentBlendOp.disabled);
};
};
pipelines = {
base = {
viewport = $properties.viewport;
rasterization = $properties.rasterization.counter_cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.disable;
colorBlend = {
logicOpEnable = false;
attachments = (
$properties.attachmentBlendOp.disabled,
$properties.attachmentBlendOp.disabled,
$properties.attachmentBlendOp.disabled,
$properties.attachmentBlendOp.disabled,
);
};
dynamic = {
dynamicState = ( viewport, scissor );
};
renderPass = output;
};
output_base = {
@inherit = $properties.pipelines.base;
vertexInput = $properties.fstriangle.vertexInput;
inputAssembly = $properties.fstriangle.inputAssembly;
colorBlend = $properties.fstriangle.colorBlend;
};
output = {
@inherit = $properties.pipelines.output_base;
subpass = 0;
stages = (
$properties.fstriangle.vertexStage,
{
stage = fragment;
name = main;
module = $builtin/output.frag;
},
);
layout = output_layout;
};
waterwarp = {
@inherit = $properties.pipelines.output_base;
subpass = 0;
stages = (
$properties.fstriangle.vertexStageST,
{
stage = fragment;
name = main;
module = $builtin/waterwarp.frag;
},
);
layout = waterwarp_layout;
};
fisheye = {
@inherit = $properties.pipelines.output_base;
subpass = 0;
stages = (
$properties.fstriangle.vertexStageST,
{
stage = fragment;
name = main;
module = $builtin/fisheye.frag;
},
);
layout = fisheye_layout;
};
};