quakeforge/libs/video/renderer/vulkan/deferred.plist
Bill Currie b1ba87e5aa [vulkan] Use the short name for the image types
Yay for coming up with a solution for enums short names that start with
a number, makes things more readable.
2021-12-24 06:45:12 +09:00

473 lines
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Text

{
images = {
depth = {
imageType = `2d;
format = x8_d24_unorm_pack32;
samples = 1;
extent = {
width = $swapchain.extent.width;
height = $swapchain.extent.height;
depth = 1;
};
mipLevels = 1;
arrayLayers = 1;
tiling = optimal;
usage = depth_stencil_attachment|input_attachment|transient_attachment;
initialLayout = undefined;
};
color = {
imageType = `2d;
format = r8g8b8a8_unorm;
samples = 1;
extent = {
width = $swapchain.extent.width;
height = $swapchain.extent.height;
depth = 1;
};
mipLevels = 1;
arrayLayers = 1;
tiling = optimal;
usage = color_attachment|input_attachment|transient_attachment;
initialLayout = undefined;
};
emission = {
imageType = `2d;
format = r16g16b16a16_sfloat;
samples = 1;
extent = {
width = $swapchain.extent.width;
height = $swapchain.extent.height;
depth = 1;
};
mipLevels = 1;
arrayLayers = 1;
tiling = optimal;
usage = color_attachment|input_attachment|transient_attachment;
initialLayout = undefined;
};
normal = {
imageType = `2d;
format = r16g16b16a16_sfloat;
samples = 1;
extent = {
width = $swapchain.extent.width;
height = $swapchain.extent.height;
depth = 1;
};
mipLevels = 1;
arrayLayers = 1;
tiling = optimal;
usage = color_attachment|input_attachment|transient_attachment;
initialLayout = undefined;
};
position = {
imageType = `2d;
format = r32g32b32a32_sfloat;
samples = 1;
extent = {
width = $swapchain.extent.width;
height = $swapchain.extent.height;
depth = 1;
};
mipLevels = 1;
arrayLayers = 1;
tiling = optimal;
usage = color_attachment|input_attachment|transient_attachment;
initialLayout = undefined;
};
opaque = {
imageType = `2d;
format = r8g8b8a8_unorm;
samples = 1;
extent = {
width = $swapchain.extent.width;
height = $swapchain.extent.height;
depth = 1;
};
mipLevels = 1;
arrayLayers = 1;
tiling = optimal;
usage = color_attachment|input_attachment|transient_attachment;
initialLayout = undefined;
};
translucent = {
imageType = `2d;
format = r8g8b8a8_unorm;
samples = 1;
extent = {
width = $swapchain.extent.width;
height = $swapchain.extent.height;
depth = 1;
};
mipLevels = 1;
arrayLayers = 1;
tiling = optimal;
usage = color_attachment|input_attachment|transient_attachment;
initialLayout = undefined;
};
};
imageViews = {
depth = {
image = depth;
viewType = VK_IMAGE_VIEW_TYPE_2D;
format = $properties.images.depth.format;
components = {
r = identity;
g = identity;
b = identity;
a = identity;
};
subresourceRange = {
aspectMask = depth;
levelCount = 1;
layerCount = 1;
};
};
color = {
image = color;
viewType = VK_IMAGE_VIEW_TYPE_2D;
format = $properties.images.color.format;
components = {
r = identity;
g = identity;
b = identity;
a = identity;
};
subresourceRange = {
aspectMask = color;
levelCount = 1;
layerCount = 1;
};
};
emission = {
image = emission;
viewType = VK_IMAGE_VIEW_TYPE_2D;
format = $properties.images.emission.format;
components = {
r = identity;
g = identity;
b = identity;
a = identity;
};
subresourceRange = {
aspectMask = color;
levelCount = 1;
layerCount = 1;
};
};
normal = {
image = normal;
viewType = VK_IMAGE_VIEW_TYPE_2D;
format = $properties.images.normal.format;
components = {
r = identity;
g = identity;
b = identity;
a = identity;
};
subresourceRange = {
aspectMask = color;
levelCount = 1;
layerCount = 1;
};
};
position = {
image = position;
viewType = VK_IMAGE_VIEW_TYPE_2D;
format = $properties.images.position.format;
components = {
r = identity;
g = identity;
b = identity;
a = identity;
};
subresourceRange = {
aspectMask = color;
levelCount = 1;
layerCount = 1;
};
};
opaque = {
image = opaque;
viewType = VK_IMAGE_VIEW_TYPE_2D;
format = $properties.images.opaque.format;
components = {
r = identity;
g = identity;
b = identity;
a = identity;
};
subresourceRange = {
aspectMask = color;
levelCount = 1;
layerCount = 1;
};
};
translucent = {
image = translucent;
viewType = VK_IMAGE_VIEW_TYPE_2D;
format = $properties.images.translucent.format;
components = {
r = identity;
g = identity;
b = identity;
a = identity;
};
subresourceRange = {
aspectMask = color;
levelCount = 1;
layerCount = 1;
};
};
};
framebuffer = {
renderPass = $properties.renderpass;
attachments = (depth, color, emission, normal, position, opaque,
translucent, "$swapchain.views[$swapImageIndex]");
width = $swapchain.extent.width;
height = $swapchain.extent.height;
layers = 1;
};
clearValues = (
{ depthStencil = { depth = 1; stencil = 0; }; },
{ color = "[0, 0, 0, 1]"; }, // color
{ color = "[0, 0, 0, 1]"; }, // emission
{ color = "[0, 0, 0, 1]"; }, // normal
{ color = "[0, 0, 0, 1]"; }, // position
{ color = "[0, 0, 0, 1]"; }, // opaque
{ color = "[0, 0, 0, 0]"; }, // translucent
{ color = "[0, 0, 0, 1]"; }, // swapchain
);
renderpass = {
attachments = (
{
format = $properties.images.depth.format;
samples = 1;
loadOp = clear;
storeOp = dont_care;
stencilLoadOp = dont_care;
stencilStoreOp = dont_care;
initialLayout = undefined;
finalLayout = depth_stencil_attachment_optimal;
},
{
format = $properties.images.color.format;
samples = 1;
loadOp = dont_care;
storeOp = dont_care;
stencilLoadOp = dont_care;
stencilStoreOp = dont_care;
initialLayout = undefined;
finalLayout = color_attachment_optimal;
},
{
format = $properties.images.emission.format;
samples = 1;
loadOp = dont_care;
storeOp = dont_care;
stencilLoadOp = dont_care;
stencilStoreOp = dont_care;
initialLayout = undefined;
finalLayout = color_attachment_optimal;
},
{
format = $properties.images.normal.format;
samples = 1;
loadOp = dont_care;
storeOp = dont_care;
stencilLoadOp = dont_care;
stencilStoreOp = dont_care;
initialLayout = undefined;
finalLayout = color_attachment_optimal;
},
{
format = $properties.images.position.format;
samples = 1;
loadOp = dont_care;
storeOp = dont_care;
stencilLoadOp = dont_care;
stencilStoreOp = dont_care;
initialLayout = undefined;
finalLayout = color_attachment_optimal;
},
{
format = $properties.images.opaque.format;
samples = 1;
loadOp = dont_care;
storeOp = dont_care;
stencilLoadOp = dont_care;
stencilStoreOp = dont_care;
initialLayout = undefined;
finalLayout = color_attachment_optimal;
},
{
format = $properties.images.translucent.format;
samples = 1;
loadOp = dont_care;
storeOp = dont_care;
stencilLoadOp = dont_care;
stencilStoreOp = dont_care;
initialLayout = undefined;
finalLayout = color_attachment_optimal;
},
{
format = $swapchain.format;
samples = 1;
loadOp = clear;
storeOp = store;
stencilLoadOp = dont_care;
stencilStoreOp = dont_care;
initialLayout = undefined;
finalLayout = present_src_khr;
},
);
subpasses = (
{ // 0 depth
pipelineBindPoint = graphics;
depthStencilAttachment = {
attachment = 0;
layout = depth_stencil_attachment_optimal;
};
},
{ // 1 translucent
pipelineBindPoint = graphics;
colorAttachments = (
{ // translucent
attachment = 6;
layout = color_attachment_optimal;
},
);
depthStencilAttachment = {
attachment = 0;
layout = depth_stencil_read_only_optimal;
};
preserveAttachments = (1, 2, 3, 4, 5);
},
{ // 2 g-buffer generation
pipelineBindPoint = graphics;
colorAttachments = (
{ // color
attachment = 1;
layout = color_attachment_optimal;
},
{ // emission
attachment = 2;
layout = color_attachment_optimal;
},
{ // normal
attachment = 3;
layout = color_attachment_optimal;
},
{ // position
attachment = 4;
layout = color_attachment_optimal;
},
);
depthStencilAttachment = {
attachment = 0;
layout = depth_stencil_read_only_optimal;
};
preserveAttachments = (6);
},
{ // 3 lighting
pipelineBindPoint = graphics;
inputAttachments = (
{ // depth
attachment = 0;
layout = shader_read_only_optimal;
},
{ // color
attachment = 1;
layout = shader_read_only_optimal;
},
{ // emission
attachment = 2;
layout = shader_read_only_optimal;
},
{ // normal
attachment = 3;
layout = shader_read_only_optimal;
},
{ // position
attachment = 4;
layout = shader_read_only_optimal;
},
);
colorAttachments = (
{ // opaque
attachment = 5;
layout = color_attachment_optimal;
},
);
preserveAttachments = (6);
},
{ // 4 compose
pipelineBindPoint = graphics;
inputAttachments = (
{ // opaque
attachment = 5;
layout = shader_read_only_optimal;
},
{ // translucent
attachment = 6;
layout = shader_read_only_optimal;
},
);
colorAttachments = (
{ // swapchain
attachment = 7;
layout = color_attachment_optimal;
},
);
preserveAttachments = (0, 1, 2, 3, 4);
},
);
dependencies = (
{
srcSubpass = 0; // depth
dstSubpass = 1; // translucent
srcStageMask = late_fragment_tests;
dstStageMask = fragment_shader|early_fragment_tests;
srcAccessMask = depth_stencil_attachment_write;
dstAccessMask = input_attachment_read|depth_stencil_attachment_read;
dependencyFlags = by_region;
},
{
srcSubpass = 0; // depth
dstSubpass = 2; // g-buffer
srcStageMask = late_fragment_tests;
dstStageMask = early_fragment_tests;
srcAccessMask = depth_stencil_attachment_write;
dstAccessMask = depth_stencil_attachment_read;
dependencyFlags = by_region;
},
{
srcSubpass = 2; // g-buffer
dstSubpass = 3; // lighting
srcStageMask = color_attachment_output;
dstStageMask = fragment_shader;
srcAccessMask = color_attachment_write;
dstAccessMask = input_attachment_read;
dependencyFlags = by_region;
},
{
srcSubpass = 3; // lighting
dstSubpass = 4; // compose
srcStageMask = color_attachment_output;
dstStageMask = fragment_shader;
srcAccessMask = color_attachment_write;
dstAccessMask = input_attachment_read;
dependencyFlags = by_region;
},
{
srcSubpass = 1; // translucent
dstSubpass = 4; // compose
srcStageMask = color_attachment_output;
dstStageMask = fragment_shader;
srcAccessMask = color_attachment_write;
dstAccessMask = input_attachment_read;
dependencyFlags = by_region;
},
);
};
}