quakeforge/libs/video/renderer/vulkan/qfpipeline.plist
Bill Currie 7c661e7cc5 [vulkan] Remove renderpass from generated code
The creation of a render pass seems to need special handling.
2021-01-05 17:43:26 +09:00

187 lines
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Text

{
shaderModules = {
// specify shader modules to load into memory
// key is the name of the module for referecy by the pipeline
// value the path to the spv file to load
// $shader refers to the shader install path
// $builtin refers to compiled-in shaders
passthrough = $builtin/passthrough.vert;
pushcolor = $builtin/pushcolor.frag;
};
setLayouts = {
something = {
flags = 0;
bindings = (
{
binding = 0;
descriptorType = sampled_image;
descriptorCount = 1;
stageFlags = fragment;
},
{
binding = 1;
descriptorType = uniform_buffer;
descriptorCount = 1;
stageFlags = vertex;
},
);
};
};
pipelineLayouts = {
something = {
setLayouts = (something);
pushConstantRanges = (
{
stageFlags = fragment;
offset = 0;
size = "4 * 4";
},
);
};
};
pipelines = {
something = {
stages = (
{ stage = vertex; name = main; module = passthrough; },
{ stage = fragment; name = main; module = pushcolor; },
);
vertexInput = {
bindings = (
{
binding = 0;
stride = "4 * 4";
inputRate = vertex;
},
);
attributes = (
{
location = 0;
binding = 0;
format = r32g32b32a32_sfloat;
offset = 0;
},
);
};
inputAssembly = {
topology = triangle_list;
primitiveRestartEnable = 0;
};
viewport = {
viewports = (
{
x = 0; y = 0;
width = 640; height = 480;
minDepth = 0; maxDepth = 1000;
}
);
scissors = (
{
offset = { x = 0; y = 0 };
extent = { width = 640; height = 480; };
},
);
};
rasterization = {
depthClampEnable = 1;
rasterizerDiscardEnable = 0;
polygonMode = fill;
cullMode = back;
frontFace = counter_clockwise;
depthBiasEnable = 0;
lineWidth = 1;
};
multisample = {
rasterizationSamples = $msaaSamples;
sampleShadingEnable = 0;
minSampleShading = 0.5;
alphaToCoverageEnable = 0;
alphaToOneEnable = 0;
};
depthStencil = {
depthTestEnable = 1;
depthWriteEnable = 1;
depthCompareOp = less;
depthBoundsTestEnable = 0;
stencilTestEnable = 0;
};
colorBlend = {
logicOpEnable = 0;
};
dymamic = {
dymamicState = ( viewport, scissor );
};
layout = something;
renderPass = renderpass;
};
};
renderpass = {
attachments = (
{
flags = 0;
format = $swapchain.format;
samples = $msaaSamples;
loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
storeOp = VK_ATTACHMENT_STORE_OP_STORE;
stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
},
{
flags = 0;
format = VK_FORMAT_D32_SFLOAT;
samples = $msaaSamples;
loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
},
{
flags = 0;
format = $swapchain.format;
samples = VK_SAMPLE_COUNT_1_BIT;
loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
storeOp = VK_ATTACHMENT_STORE_OP_STORE;
stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
},
);
subpasses = (
{
pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
colorAttachments = (
{
attachment = 0;
layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
}
);
resolveAttachments = (
{
attachment = 2;
layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
}
);
depthStencilAttachment = {
attachment = 1;
layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
};
preserveAttachments = ();
},
);
dependencies = (
{
srcSubpass = VK_SUBPASS_EXTERNAL;
dstSubpass = 0;
srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
srcAccessMask = 0;
dstAccessMask = "VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT";
dependencyFlags = 0;
}
);
};
}