quakeforge/libs/video/renderer/vulkan/qfpipeline.plist
Bill Currie c10e529dfd [vulkan] Clean up alias pipeline layout spec
It didn't really need the extra layer of indirection: now it's much
clearer that the alias pipeline uses matrices and textures.
2022-05-04 14:44:54 +09:00

1076 lines
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Text

{
limits = {
//FIXME this really needs to be an external variable as the C code
//needs to agree on the size, so it might as well set maxSamplers
//directly (and any other such variable)
maxSamplers = "min (256u, $physDevLimits.maxPerStageDescriptorSamplers)";
};
samplers = {
quakepic = {
magFilter = nearest;
minFilter = nearest;
mipmapMode = nearest;
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;
};
quakebsp_sampler = {
magFilter = linear;
minFilter = linear;
mipmapMode = linear;
addressModeU = repeat;
addressModeV = repeat;
addressModeW = repeat;
mipLodBias = 0;
anisotropyEnable = false;
maxAnisotropy = 0;
compareEnable = false;
compareOp = always;
minLod = 0;
maxLod = 4;
borderColor = float_transparent_black;
unnormalizedCoordinates = false;
};
alias_sampler = {
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 = 1000;
borderColor = float_transparent_black;
unnormalizedCoordinates = false;
};
sprite_sampler = $properties.samplers.alias_sampler;
shadow_sampler = {
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 = true;
compareOp = greater_or_equal;
minLod = 0;
maxLod = 1000;
borderColor = float_transparent_black;
unnormalizedCoordinates = false;
};
};
descriptorPools = {
matrix_pool = {
flags = 0;
maxSets = $frames.size;
bindings = (
{
type = uniform_buffer;
descriptorCount = $frames.size;
},
);
};
twod_pool = {
flags = 0;
maxSets = $frames.size;
bindings = (
{
type = combined_image_sampler;
descriptorCount = $frames.size;
},
);
};
texture_pool = {
flags = free_descriptor_set;
maxSets = 512;
bindings = (
{
type = combined_image_sampler;
descriptorCount = $properties.descriptorPools.texture_pool.maxSets;
},
);
};
particle_pool = {
flags = 0;
maxSets = $frames.size;
bindings = (
{
type = storage_buffer;
descriptorCount = 3;
},
);
};
sprite_pool = {
flags = free_descriptor_set;
maxSets = 64; //FIXME cvar?
bindings = (
{
type = uniform_buffer;
descriptorCount = $properties.descriptorPools.sprite_pool.maxSets;
},
{
type = combined_image_sampler;
descriptorCount = $properties.descriptorPools.sprite_pool.maxSets;
},
);
};
//FIXME probably should just share a larger pool
alias_pool = $properties.descriptorPools.texture_pool;
quakebsp_pool = $properties.descriptorPools.texture_pool;
lighting_attach_pool = {
flags = 0;
maxSets = $frames.size;
bindings = (
{
type = input_attachment;
descriptorCount = "5z * $frames.size";
},
);
};
lighting_lights_pool = {
flags = 0;
maxSets = $frames.size;
bindings = (
{
type = uniform_buffer;
descriptorCount = $frames.size;
},
);
};
lighting_shadow_pool = {
flags = 0;
maxSets = $frames.size;
bindings = (
{
type = combined_image_sampler;
descriptorCount = "$frames.size * size_t($properties.limits.maxSamplers)";
},
);
};
compose_attach_pool = {
flags = 0;
maxSets = $frames.size;
bindings = (
{
type = input_attachment;
descriptorCount = "2z * $frames.size";
},
);
};
};
setLayouts = {
matrix_set = {
bindings = (
{
binding = 0;
descriptorType = uniform_buffer;
descriptorCount = 1;
stageFlags = vertex|geometry;
},
);
};
twod_set = {
bindings = (
{
binding = 0;
descriptorType = combined_image_sampler;
descriptorCount = 1;
stageFlags = fragment;
},
);
};
texture_set = {
bindings = (
{
binding = 0;
descriptorType = combined_image_sampler;
descriptorCount = 1;
stageFlags = fragment;
},
);
};
sprite_set = {
bindings = (
{
binding = 0;
descriptorType = uniform_buffer;
descriptorCount = 1;
stageFlags = vertex;
},
{
binding = 1;
descriptorType = combined_image_sampler;
descriptorCount = 1;
stageFlags = fragment;
},
);
};
lighting_attach = {
bindings = (
{
binding = 0;
descriptorType = input_attachment;
descriptorCount = 1;
stageFlags = fragment;
},
{
binding = 1;
descriptorType = input_attachment;
descriptorCount = 1;
stageFlags = fragment;
},
{
binding = 2;
descriptorType = input_attachment;
descriptorCount = 1;
stageFlags = fragment;
},
{
binding = 3;
descriptorType = input_attachment;
descriptorCount = 1;
stageFlags = fragment;
},
{
binding = 4;
descriptorType = input_attachment;
descriptorCount = 1;
stageFlags = fragment;
},
);
};
lighting_lights = {
bindings = (
{
binding = 0;
descriptorType = uniform_buffer;
descriptorCount = 1;
stageFlags = fragment;
},
);
};
lighting_shadow = {
bindings = (
{
binding = 0;
descriptorType = combined_image_sampler;
descriptorCount = $properties.limits.maxSamplers;
stageFlags = fragment;
},
);
};
compose_attach = {
bindings = (
{
binding = 0;
descriptorType = input_attachment;
descriptorCount = 1;
stageFlags = fragment;
},
{
binding = 1;
descriptorType = input_attachment;
descriptorCount = 1;
stageFlags = fragment;
},
);
};
particle_set = {
bindings = (
{
binding = 0;
descriptorType = storage_buffer;
descriptorCount = 1;
stageFlags = compute;
},
{
binding = 1;
descriptorType = storage_buffer;
descriptorCount = 1;
stageFlags = compute;
},
{
binding = 2;
descriptorType = storage_buffer;
descriptorCount = 1;
stageFlags = compute;
},
);
};
};
pipelineLayouts = {
twod_layout = {
setLayouts = (matrix_set, twod_set);
};
quakebsp_layout = {
setLayouts = (matrix_set, texture_set, texture_set);
pushConstantRanges = (
{
stageFlags = vertex;
offset = 0;
size = "16 * 4";
},
{
stageFlags = fragment;
offset = 64;
size = "4 * 4 + 4";
},
);
};
alias_layout = {
setLayouts = (matrix_set, texture_set);
pushConstantRanges = (
{
stageFlags = vertex;
offset = 0;
size = "16 * 4 + 4";
},
{
stageFlags = fragment;
offset = 68;
size = "3 * 4 + 2 * 4 * 4 + 4";
},
);
};
sprite_layout = {
setLayouts = (matrix_set, sprite_set);
pushConstantRanges = (
{
stageFlags = vertex;
offset = 0;
size = "16 * 4 + 4";
},
{
stageFlags = fragment;
offset = 64;
size = "2 * 4 + 2 * 4 + 4 * 4";
},
);
};
lighting_layout = {
setLayouts = (lighting_attach, lighting_lights, lighting_shadow);
};
compose_layout = {
setLayouts = (compose_attach);
};
partphysics_layout = {
setLayouts = (particle_set);
pushConstantRanges = (
{
stageFlags = compute;
offset = 0;
size = "16 * 4 + 4";
},
);
};
partupdate_layout = {
setLayouts = (particle_set, particle_set, particle_set);
};
partdraw_layout = {
setLayouts = (matrix_set);
pushConstantRanges = (
{
stageFlags = vertex;
offset = 0;
size = "16 * 4";
},
);
};
};
depthStencil = {
test_and_write = {
depthTestEnable = true;
depthWriteEnable = true;
depthCompareOp = less_or_equal;
depthBoundsTestEnable = false;
stencilTestEnable = false;
};
test_only = {
depthTestEnable = true;
depthWriteEnable = false;
depthCompareOp = less_or_equal;
depthBoundsTestEnable = false;
stencilTestEnable = false;
};
disable = {
depthTestEnable = false;
depthWriteEnable = false;
depthCompareOp = less_or_equal;
depthBoundsTestEnable = false;
stencilTestEnable = false;
};
};
inputAssembly = {
alias = {
topology = triangle_list;
primitiveRestartEnable = false;
};
brush = {
topology = triangle_fan;
primitiveRestartEnable = true;
};
twod = {
topology = triangle_strip;
primitiveRestartEnable = true;
};
sprite = {
topology = triangle_strip;
primitiveRestartEnable = true;
};
};
vertexInput = {
index_only = {
bindings = ();
attributes = ();
};
alias = {
bindings = (
{ binding = 0; stride = "2 * 4 * 4"; inputRate = vertex; },
{ binding = 1; stride = "2 * 4 * 4"; inputRate = vertex; },
{ binding = 2; stride = "2 * 4"; inputRate = vertex; },
);
attributes = (
{ location = 0; binding = 0; format = r32g32b32a32_sfloat; offset = 0; },
{ location = 1; binding = 0; format = r32g32b32a32_sfloat; offset = 16; },
{ location = 2; binding = 1; format = r32g32b32a32_sfloat; offset = 0; },
{ location = 3; binding = 1; format = r32g32b32a32_sfloat; offset = 16; },
{ location = 4; binding = 2; format = r32g32_sfloat; offset = 0; },
);
};
brush = {
bindings = (
{ binding = 0; stride = "2 * 4 * 4"; inputRate = vertex; },
);
attributes = (
{ location = 0; binding = 0; format = r32g32b32a32_sfloat; offset = 0; },
{ location = 1; binding = 0; format = r32g32b32a32_sfloat; offset = 16; },
);
};
particle = {
bindings = (
{ binding = 0; stride = "4 * 4 * 4"; inputRate = vertex; },
);
attributes = (
{ location = 0; binding = 0; format = r32g32b32a32_sfloat; offset = 0; },
{ location = 1; binding = 0; format = r32g32b32a32_sfloat; offset = 16; },
{ location = 2; binding = 0; format = r32g32b32a32_sfloat; offset = 16; },
{ location = 3; binding = 0; format = r32g32b32a32_sfloat; offset = 16; },
);
};
twod = {
bindings = (
{ binding = 0; stride = "2 * 4 * 4"; inputRate = vertex; },
);
attributes = (
{ location = 0; binding = 0; format = r32g32_sfloat; offset = 0; },
{ location = 1; binding = 0; format = r32g32_sfloat; offset = 8; },
{ location = 2; binding = 0; format = r32g32b32a32_sfloat; offset = 16; },
);
};
};
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 = $msaaSamples;
sampleShadingEnable = false;
minSampleShading = 0.5f;
alphaToCoverageEnable = false;
alphaToOneEnable = false;
};
viewport = {
viewports = (
{
x = 0; y = 0;
width = 640; height = 480;
minDepth = 0; maxDepth = 1;
}
);
scissors = (
{
offset = { x = 0; y = 0 };
extent = { width = 640; height = 480; };
},
);
};
attachmentBlendOp = {
disabled = {
blendEnable = false;
srcColorBlendFactor = src_alpha;
dstColorBlendFactor = one_minus_src_alpha;
colorBlendOp = add;
srcAlphaBlendFactor = src_alpha;
dstAlphaBlendFactor = one_minus_src_alpha;
alphaBlendOp = add;
colorWriteMask = r|g|b|a;
};
alpha_blend = {
blendEnable = true;
srcColorBlendFactor = src_alpha;
dstColorBlendFactor = one_minus_src_alpha;
colorBlendOp = add;
srcAlphaBlendFactor = src_alpha;
dstAlphaBlendFactor = one_minus_src_alpha;
alphaBlendOp = add;
colorWriteMask = r|g|b|a;
};
};
fstriangle = {
vertexInput = {
bindings = ();
attributes = ();
};
inputAssembly = {
topology = triangle_list;
primitiveRestartEnable = false;
};
colorBlend = {
logicOpEnable = false;
attachments = ($properties.attachmentBlendOp.disabled);
};
};
pipelines = {
alias_shadow = {
subpass = 0;
stages = (
{
stage = vertex;
name = main;
module = $builtin/alias_shadow.vert;
},
);
vertexInput = {
bindings = (
"$properties.vertexInput.alias.bindings[0]",
"$properties.vertexInput.alias.bindings[1]",
);
attributes = (
"$properties.vertexInput.alias.attributes[0]",
"$properties.vertexInput.alias.attributes[1]",
"$properties.vertexInput.alias.attributes[2]",
"$properties.vertexInput.alias.attributes[3]",
);
};
inputAssembly = $properties.inputAssembly.alias;
viewport = $properties.viewport;
rasterization = $properties.rasterization.cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.test_and_write;
colorBlend = $properties.pipelines.alias_gbuf.colorBlend;
dynamic = {
dynamicState = ( viewport, scissor );
};
layout = alias_layout;
};
bsp_shadow = {
subpass = 0;
stages = (
{
stage = vertex;
name = main;
module = $builtin/bsp_shadow.vert;
},
);
vertexInput = {
bindings = (
"$properties.vertexInput.brush.bindings[0]",
);
attributes = (
"$properties.vertexInput.brush.attributes[0]",
);
};
inputAssembly = $properties.inputAssembly.brush;
viewport = $properties.viewport;
rasterization = $properties.rasterization.cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.test_and_write;
colorBlend = $properties.pipelines.bsp_gbuf.colorBlend;
dynamic = {
dynamicState = ( viewport, scissor );
};
layout = quakebsp_layout;
renderPass = renderpass;
};
alias_depth = {
subpass = 0;
stages = (
{
stage = vertex;
name = main;
module = $builtin/alias_depth.vert;
},
);
vertexInput = {
// depth pass doesn't use UVs
bindings = (
"$properties.vertexInput.alias.bindings[0]",
"$properties.vertexInput.alias.bindings[1]",
);
attributes = (
"$properties.vertexInput.alias.attributes[0]",
"$properties.vertexInput.alias.attributes[1]",
"$properties.vertexInput.alias.attributes[2]",
"$properties.vertexInput.alias.attributes[3]",
);
};
inputAssembly = $properties.inputAssembly.alias;
viewport = $properties.viewport;
rasterization = $properties.rasterization.cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.test_and_write;
colorBlend = $properties.pipelines.alias_gbuf.colorBlend;
dynamic = {
dynamicState = ( viewport, scissor );
};
layout = alias_layout;
renderPass = renderpass;
};
alias_gbuf = {
subpass = 2;
stages = (
{
stage = vertex;
name = main;
module = $builtin/alias.vert;
},
{
stage = fragment;
name = main;
module = $builtin/alias_gbuf.frag;
},
);
vertexInput = $properties.vertexInput.alias;
inputAssembly = $properties.inputAssembly.alias;
viewport = $properties.viewport;
rasterization = $properties.rasterization.cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.test_only;
colorBlend = {
logicOpEnable = false;
attachments = (
$properties.attachmentBlendOp.disabled,
$properties.attachmentBlendOp.disabled,
$properties.attachmentBlendOp.disabled,
$properties.attachmentBlendOp.disabled,
);
};
dynamic = {
dynamicState = ( viewport, scissor, blend_constants );
};
layout = alias_layout;
renderPass = renderpass;
};
bsp_depth = {
subpass = 0;
stages = (
{
stage = vertex;
name = main;
module = $builtin/bsp_depth.vert;
},
);
vertexInput = {
bindings = (
"$properties.vertexInput.brush.bindings[0]",
);
attributes = (
"$properties.vertexInput.brush.attributes[0]",
);
};
inputAssembly = $properties.inputAssembly.brush;
viewport = $properties.viewport;
rasterization = $properties.rasterization.cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.test_and_write;
colorBlend = $properties.pipelines.bsp_gbuf.colorBlend;
dynamic = {
dynamicState = ( viewport, scissor );
};
layout = quakebsp_layout;
renderPass = renderpass;
};
bsp_gbuf = {
subpass = 2;
stages = (
{
stage = vertex;
name = main;
module = $builtin/bsp_gbuf.vert;
},
{
stage = geometry;
name = main;
module = $builtin/bsp_gbuf.geom;
},
{
stage = fragment;
name = main;
module = $builtin/bsp_gbuf.frag;
},
);
vertexInput = $properties.vertexInput.brush;
inputAssembly = $properties.inputAssembly.brush;
viewport = $properties.viewport;
rasterization = $properties.rasterization.cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.test_only;
colorBlend = {
logicOpEnable = false;
attachments = (
$properties.attachmentBlendOp.disabled,
$properties.attachmentBlendOp.disabled,
$properties.attachmentBlendOp.disabled,
$properties.attachmentBlendOp.disabled,
);
};
dynamic = {
dynamicState = ( viewport, scissor, blend_constants );
};
layout = quakebsp_layout;
renderPass = renderpass;
};
bsp_skybox = {
subpass = 1;
stages = (
{
stage = vertex;
name = main;
module = $builtin/quakebsp.vert;
},
{
stage = fragment;
name = main;
module = $builtin/bsp_sky.frag;
specializationInfo = {
mapEntries = (
// doSkyBox
{ size = 4; offset = 0; constantID = 0; },
// doSkySheet
{ size = 4; offset = 4; constantID = 1; },
);
data = "array(1, 0)";
};
},
);
vertexInput = $properties.vertexInput.brush;
inputAssembly = $properties.inputAssembly.brush;
viewport = $properties.viewport;
rasterization = $properties.rasterization.cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.test_only;
colorBlend = {
logicOpEnable = false;
attachments = ($properties.attachmentBlendOp.disabled);
};
dynamic = {
dynamicState = ( viewport, scissor );
};
layout = quakebsp_layout;
renderPass = renderpass;
};
bsp_skysheet = {
subpass = 1;
stages = (
{
stage = vertex;
name = main;
module = $builtin/quakebsp.vert;
},
{
stage = fragment;
name = main;
module = $builtin/bsp_sky.frag;
specializationInfo = {
mapEntries = (
// doSkyBox
{ size = 4; offset = 0; constantID = 0; },
// doSkySheet
{ size = 4; offset = 4; constantID = 1; },
);
data = "array(0, 1)";
};
},
);
vertexInput = $properties.vertexInput.brush;
inputAssembly = $properties.inputAssembly.brush;
viewport = $properties.viewport;
rasterization = $properties.rasterization.cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.test_only;
colorBlend = {
logicOpEnable = false;
attachments = ($properties.attachmentBlendOp.disabled);
};
dynamic = {
dynamicState = ( viewport, scissor );
};
layout = quakebsp_layout;
renderPass = renderpass;
};
bsp_turb = {
subpass = 1;
stages = (
{
stage = vertex;
name = main;
module = $builtin/quakebsp.vert;
},
{
stage = fragment;
name = main;
module = $builtin/bsp_turb.frag;
},
);
vertexInput = $properties.vertexInput.brush;
inputAssembly = $properties.inputAssembly.brush;
viewport = $properties.viewport;
rasterization = $properties.rasterization.cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.test_only;
colorBlend = {
logicOpEnable = false;
attachments = ($properties.attachmentBlendOp.disabled);
};
dynamic = {
dynamicState = ( viewport, scissor );
};
layout = quakebsp_layout;
renderPass = renderpass;
};
partdraw = {
subpass = 1;
stages = (
{
stage = vertex;
name = main;
module = $builtin/particle.vert;
},
{
stage = geometry;
name = main;
module = $builtin/particle.geom;
},
{
stage = fragment;
name = main;
module = $builtin/particle.frag;
},
);
vertexInput = $properties.vertexInput.particle;
inputAssembly = $properties.inputAssembly.sprite;
viewport = $properties.viewport;
rasterization = $properties.rasterization.cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.test_only;
colorBlend = $properties.pipelines.bsp_turb.colorBlend;
dynamic = {
dynamicState = ( viewport, scissor, blend_constants );
};
layout = partdraw_layout;
renderPass = renderpass;
};
sprite_gbuf = {
subpass = 2;
stages = (
{
stage = vertex;
name = main;
module = $builtin/sprite_gbuf.vert;
},
{
stage = fragment;
name = main;
module = $builtin/sprite_gbuf.frag;
},
);
vertexInput = $properties.vertexInput.index_only;
inputAssembly = $properties.inputAssembly.sprite;
viewport = $properties.viewport;
rasterization = $properties.rasterization.cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.test_only;
colorBlend = $properties.pipelines.alias_gbuf.colorBlend;
dynamic = {
dynamicState = ( viewport, scissor, blend_constants );
};
layout = sprite_layout;
renderPass = renderpass;
};
sprite_depth = {
subpass = 0;
stages = (
{
stage = vertex;
name = main;
module = $builtin/sprite_depth.vert;
},
{
stage = fragment;
name = main;
module = $builtin/sprite_depth.frag;
},
);
vertexInput = $properties.vertexInput.index_only;
inputAssembly = $properties.inputAssembly.alias;
viewport = $properties.viewport;
rasterization = $properties.rasterization.cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.test_and_write;
colorBlend = $properties.pipelines.alias_gbuf.colorBlend;
dynamic = {
dynamicState = ( viewport, scissor );
};
layout = sprite_layout;
renderPass = renderpass;
};
twod = {
subpass = 1;
stages = (
{
stage = vertex;
name = main;
module = $builtin/twod.vert;
},
{
stage = fragment;
name = main;
module = $builtin/twod.frag;
},
);
vertexInput = $properties.vertexInput.twod;
inputAssembly = $properties.inputAssembly.twod;
viewport = $properties.viewport;
rasterization = $properties.rasterization.counter_cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.test_only;
colorBlend = {
logicOpEnable = false;
attachments = ($properties.attachmentBlendOp.alpha_blend);
};
dynamic = {
dynamicState = ( viewport, scissor );
};
layout = twod_layout;
renderPass = renderpass;
};
lighting = {
subpass = 3;
stages = (
{
stage = vertex;
name = main;
module = $builtin/fstriangle.vert;
},
{
stage = fragment;
name = main;
module = $builtin/lighting.frag;
specializationInfo = {
mapEntries = (
{ size = 4; offset = 0; constantID = 0; },
);
data = "array(uint($properties.limits.maxSamplers))";
};
},
);
vertexInput = $properties.fstriangle.vertexInput;
inputAssembly = $properties.fstriangle.inputAssembly;
viewport = $properties.viewport;
rasterization = $properties.rasterization.counter_cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.disable;
colorBlend = $properties.fstriangle.colorBlend;
dynamic = {
dynamicState = ( viewport, scissor );
};
layout = lighting_layout;
renderPass = renderpass;
};
compose = {
subpass = 4;
stages = (
{
stage = vertex;
name = main;
module = $builtin/fstriangle.vert;
},
{
stage = fragment;
name = main;
module = $builtin/compose.frag;
},
);
vertexInput = $properties.fstriangle.vertexInput;
inputAssembly = $properties.fstriangle.inputAssembly;
viewport = $properties.viewport;
rasterization = $properties.rasterization.counter_cw_cull_back;
multisample = $properties.multisample;
depthStencil = $properties.depthStencil.disable;
colorBlend = $properties.fstriangle.colorBlend;
dynamic = {
dynamicState = ( viewport, scissor );
};
layout = compose_layout;
renderPass = renderpass;
};
partphysics = {
stage = {
stage = compute;
name = main;
module = $builtin/partphysics.comp;
};
layout = partphysics_layout;
};
partupdate = {
stage = {
stage = compute;
name = main;
module = $builtin/partupdate.comp;
};
layout = partupdate_layout;
};
};
}