quakeforge/libs/video/renderer/vulkan/vkparse.plist
Bill Currie 5eb1afdcb3 [vulkan] Implement pipeline creation
The prototypes for handle parsers needed to be changes because it turned
out "single" was inappropriate for handles as "single" allocates memory
for the parsed object, but handles must be written directly.
2021-01-05 23:42:30 +09:00

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{
search = (
VkAttachmentDescription,
VkSubpassDescription,
VkSubpassDependency,
VkSpecializationInfo,
VkPipelineShaderStageCreateInfo,
VkPipelineVertexInputStateCreateInfo,
VkPipelineInputAssemblyStateCreateInfo,
VkPipelineViewportStateCreateInfo,
VkPipelineRasterizationStateCreateInfo,
VkPipelineMultisampleStateCreateInfo,
VkPipelineDepthStencilStateCreateInfo,
VkPipelineColorBlendStateCreateInfo,
VkPipelineDynamicStateCreateInfo,
VkDescriptorSetLayoutBinding,
VkDescriptorSetLayoutCreateInfo,
VkPushConstantRange,
VkPipelineLayoutCreateInfo,
VkGraphicsPipelineCreateInfo,
qfv_swapchain_t,
);
handles = {
VkShaderModule = {
symtab = shaderModules;
class = "shader module";
custom = parse_VkShaderModule_resource;
};
VkDescriptorSetLayout = {
symtab = setLayouts;
class = "set layout";
create = vkCreateDescriptorSetLayout;
};
VkPipelineLayout = {
symtab = pipelineLayouts;
class = "pipeline layout";
create = vkCreatePipelineLayout;
};
};
resources = (
{
name = shaderModules;
parse_type = QFString;
parser = parse_VkShaderModule_handleref;
type = handleref_t;
table = shaderModules;
},
{
name = setLayouts;
parse_type = QFDictionary;
parser = parse_VkDescriptorSetLayout_handleref;
type = handleref_t;
table = setLayouts;
},
{
name = pipelineLayouts;
parse_type = QFDictionary;
parser = parse_VkPipelineLayout_handleref;
type = handleref_t;
table = pipelineLayouts;
},
);
parse = {
qfv_swapchain_s = {
.name = qfv_swapchain_t;
format = auto;
};
VkSubpassDescription = {
flags = auto;
pipelineBindPoint = auto;
inputAttachments = {
type = (array, VkAttachmentReference);
size = inputAttachmentCount;
values = pInputAttachments;
};
colorAttachments = {
type = (array, VkAttachmentReference);
size = colorAttachmentCount;
values = pColorAttachments;
};
resolveAttachments = {
type = (array, VkAttachmentReference);
values = pResolveAttachments;
matchSize = colorAttachments;
};
depthStencilAttachment = {
type = (single, VkAttachmentReference);
value = pDepthStencilAttachment;
};
preserveAttachments = {
type = (array, uint32_t);
size = preserveAttachmentCount;
values = pPreserveAttachments;
};
};
VkRenderPassCreateInfo = {
//flags = auto; reserved for future use (Bits enum does not exist)
attachments = {
type = (array, VkAttachmentDescription);
size = attachmentCount;
values = pAttachments;
};
subpasses = {
type = (array, VkSubpassDescription);
size = subpassCount;
values = pSubpasses;
};
dependencies = {
type = (array, VkSubpassDependency);
size = dependencyCount;
values = pDependencies;
};
};
VkSpecializationInfo = {
mapEntries = {
type = (array, VkSpecializationMapEntry);
size = mapEntryCount;
values = pMapEntries;
};
data = {
type = data;
size = dataSize;
data = pData;
};
};
VkPipelineShaderStageCreateInfo = {
//flags = auto; reserved for future use (Bits enum does not exist)
stage = auto;
name = {
type = string;
string = pName;
};
module = {
type = (custom, QFString, parse_VkShaderModule);
fields = (module);
};
specializationInfo = {
type = (single, VkSpecializationInfo);
value = pSpecializationInfo;
};
};
VkShaderModuleCreateInfo = skip;
VkDescriptorSetLayoutBinding = {
binding = auto;
descriptorType = auto;
descriptorCount = auto;
stageFlags = auto;
// skip pImmutableSamplers (default to 0) until I know how it works
};
VkDescriptorSetLayoutCreateInfo = {
flags = auto;
bindings = {
type = (array, VkDescriptorSetLayoutBinding);
size = bindingCount;
values = pBindings;
};
};
VkPipelineVertexInputStateCreateInfo = {
//flags = auto; reserved for future use (Bits enum does not exist)
bindings = {
type = (array, VkVertexInputBindingDescription);
size = vertexBindingDescriptionCount;
values = pVertexBindingDescriptions;
};
attributes = {
type = (array, VkVertexInputAttributeDescription);
size = vertexAttributeDescriptionCount;
values = pVertexAttributeDescriptions;
};
};
VkPipelineInputAssemblyStateCreateInfo = {
//flags = auto; reserved for future use (Bits enum does not exist)
topology = auto;
primitiveRestartEnable = auto;
};
VkPipelineViewportStateCreateInfo = {
//flags = auto; reserved for future use (Bits enum does not exist)
//FIXME redo as one array
viewports = {
type = (array, VkViewport);
size = viewportCount;
values = pViewports;
};
scissors = {
type = (array, VkRect2D);
size = scissorCount;
values = pScissors;
};
};
VkPipelineRasterizationStateCreateInfo = {
//flags = auto; reserved for future use (Bits enum does not exist)
depthClampEnable = auto;
rasterizerDiscardEnable = auto;
polygonMode = auto;
cullMode = auto;
frontFace = auto;
depthBiasEnable = auto;
depthBiasConstantFactor = auto;
depthBiasClamp = auto;
depthBiasSlopeFactor = auto;
lineWidth = auto;
};
VkPipelineMultisampleStateCreateInfo = {
//flags = auto; reserved for future use (Bits enum does not exist)
rasterizationSamples = auto;
sampleShadingEnable = auto;
minSampleShading = auto;
//pSampleMask = auto; FIXME disabled until correct size is known
alphaToCoverageEnable = auto;
alphaToOneEnable = auto;
};
VkPipelineDepthStencilStateCreateInfo = {
//flags = auto; reserved for future use (Bits enum does not exist)
depthTestEnable = auto;
depthWriteEnable = auto;
depthCompareOp = auto;
depthBoundsTestEnable = auto;
stencilTestEnable = auto;
front = auto;
back = auto;
minDepthBounds = auto;
maxDepthBounds = auto;
};
VkPipelineColorBlendStateCreateInfo = {
//flags = auto; reserved for future use (Bits enum does not exist)
logicOpEnable = auto;
logicOp = auto;
attachments = {
type = (array, VkPipelineColorBlendAttachmentState);
size = attachmentCount;
values = pAttachments;
};
blendConstants = {
type = (custom, QFString, parse_RGBA);
fields = (blendConstants);
};
};
VkPipelineDynamicStateCreateInfo = {
//flags = auto; reserved for future use (Bits enum does not exist)
dynamicState = {
type = (array, VkDynamicState);
size = dynamicStateCount;
values = pDynamicStates;
};
};
VkPipelineLayoutCreateInfo = {
//flags = auto; reserved for future use (Bits enum does not exist)
setLayouts = {
type = (array, {
parse_type = (QFDictionary, QFString);
type = VkDescriptorSetLayout;
parser = parse_VkDescriptorSetLayout_array;
});
size = setLayoutCount;
values = pSetLayouts;
};
pushConstantRanges = {
type = (array, VkPushConstantRange);
size = pushConstantRangeCount;
values = pPushConstantRanges;
};
};
VkPipelineTessellationStateCreateInfo = {
//flags = auto; reserved for future use (Bits enum does not exist)
patchControlPoints = auto;
};
VkGraphicsPipelineCreateInfo = {
flags = auto;
stages = {
type = (array, VkPipelineShaderStageCreateInfo);
size = stageCount;
values = pStages;
};
vertexInput = {
type = (single, VkPipelineVertexInputStateCreateInfo);
value = pVertexInputState;
};
inputAssembly = {
type = (single, VkPipelineInputAssemblyStateCreateInfo);
value = pInputAssemblyState;
};
tessellation = {
type = (single, VkPipelineTessellationStateCreateInfo);
value = pTessellationState;
};
viewport = {
type = (single, VkPipelineViewportStateCreateInfo);
value = pViewportState;
};
rasterization = {
type = (single, VkPipelineRasterizationStateCreateInfo);
value = pRasterizationState;
};
multisample = {
type = (single, VkPipelineMultisampleStateCreateInfo);
value = pMultisampleState;
};
depthStencil = {
type = (single, VkPipelineDepthStencilStateCreateInfo);
value = pDepthStencilState;
};
colorBlend = {
type = (single, VkPipelineColorBlendStateCreateInfo);
value = pColorBlendState;
};
dynamic = {
type = (single, VkPipelineDynamicStateCreateInfo);
value = pDynamicState;
};
layout = {
type = (custom, (QFDictionary, QFString),
parse_VkPipelineLayout);
fields = (layout);
};
basePipelineHandle = {
type = (custom, QFString, parse_BasePipeline);
fields = (basePipelineHandle);
};
basePipelineIndex = auto;
}
}
}