/* Created on: Nov 6, 2019 Copyright 2019 flyinghead This file is part of Flycast. Flycast is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. Flycast is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Flycast. If not, see . */ #include "oit_pipeline.h" #include "../quad.h" void OITPipelineManager::CreatePipeline(u32 listType, bool autosort, const PolyParam& pp, Pass pass, int gpuPalette) { vk::PipelineVertexInputStateCreateInfo pipelineVertexInputStateCreateInfo = GetMainVertexInputStateCreateInfo(true, pp.isNaomi2()); // Input assembly state vk::PipelineInputAssemblyStateCreateInfo pipelineInputAssemblyStateCreateInfo(vk::PipelineInputAssemblyStateCreateFlags(), vk::PrimitiveTopology::eTriangleStrip, true); // Viewport and scissor states vk::PipelineViewportStateCreateInfo pipelineViewportStateCreateInfo(vk::PipelineViewportStateCreateFlags(), 1, nullptr, 1, nullptr); // Rasterization and multisample states vk::PipelineRasterizationStateCreateInfo pipelineRasterizationStateCreateInfo ( vk::PipelineRasterizationStateCreateFlags(), // flags false, // depthClampEnable false, // rasterizerDiscardEnable vk::PolygonMode::eFill, // polygonMode pp.isp.CullMode == 3 ? vk::CullModeFlagBits::eBack : pp.isp.CullMode == 2 ? vk::CullModeFlagBits::eFront : vk::CullModeFlagBits::eNone, // cullMode vk::FrontFace::eCounterClockwise, // frontFace false, // depthBiasEnable 0.0f, // depthBiasConstantFactor 0.0f, // depthBiasClamp 0.0f, // depthBiasSlopeFactor 1.0f // lineWidth ); // Dreamcast uses the last vertex as the provoking vertex, but Vulkan uses the first. // Utilize VK_EXT_provoking_vertex when available to set the provoking vertex to be the // last vertex vk::PipelineRasterizationProvokingVertexStateCreateInfoEXT provokingVertexInfo{}; if (GetContext()->hasProvokingVertex()) { provokingVertexInfo.provokingVertexMode = vk::ProvokingVertexModeEXT::eLastVertex; pipelineRasterizationStateCreateInfo.pNext = &provokingVertexInfo; } vk::PipelineMultisampleStateCreateInfo pipelineMultisampleStateCreateInfo; // Depth and stencil vk::CompareOp depthOp; if (listType == ListType_Punch_Through || autosort) depthOp = vk::CompareOp::eGreaterOrEqual; else depthOp = depthOps[pp.isp.DepthMode]; bool depthWriteEnable; // Z Write Disable seems to be ignored for punch-through. // Fixes Worms World Party, Bust-a-Move 4 and Re-Volt if (listType == ListType_Punch_Through) depthWriteEnable = true; else depthWriteEnable = !pp.isp.ZWriteDis; bool shadowed = pass == Pass::Depth && (listType == ListType_Opaque || listType == ListType_Punch_Through); vk::StencilOpState stencilOpState; if (shadowed) { if (pp.pcw.Shadow != 0) stencilOpState = vk::StencilOpState(vk::StencilOp::eKeep, vk::StencilOp::eReplace, vk::StencilOp::eKeep, vk::CompareOp::eAlways, 0, 0x80, 0x80); else stencilOpState = vk::StencilOpState(vk::StencilOp::eKeep, vk::StencilOp::eReplace, vk::StencilOp::eKeep, vk::CompareOp::eAlways, 0, 0x80, 0); } else stencilOpState = vk::StencilOpState(vk::StencilOp::eKeep, vk::StencilOp::eKeep, vk::StencilOp::eKeep, vk::CompareOp::eNever); vk::PipelineDepthStencilStateCreateInfo pipelineDepthStencilStateCreateInfo ( vk::PipelineDepthStencilStateCreateFlags(), // flags true, // depthTestEnable depthWriteEnable, // depthWriteEnable depthOp, // depthCompareOp false, // depthBoundTestEnable shadowed, // stencilTestEnable stencilOpState, // front stencilOpState // back ); // Color flags and blending vk::PipelineColorBlendAttachmentState pipelineColorBlendAttachmentState; vk::ColorComponentFlags colorComponentFlags(vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA); // Apparently punch-through polys support blending, or at least some combinations if (listType == ListType_Punch_Through || pass == Pass::Color) { u32 src = pp.tsp.SrcInstr; u32 dst = pp.tsp.DstInstr; pipelineColorBlendAttachmentState = { true, // blendEnable getBlendFactor(src, true), // srcColorBlendFactor getBlendFactor(dst, false), // dstColorBlendFactor vk::BlendOp::eAdd, // colorBlendOp getBlendFactor(src, true), // srcAlphaBlendFactor getBlendFactor(dst, false), // dstAlphaBlendFactor vk::BlendOp::eAdd, // alphaBlendOp colorComponentFlags // colorWriteMask }; } else { if (pass == Pass::Depth || pass == Pass::OIT) colorComponentFlags = vk::ColorComponentFlags(); pipelineColorBlendAttachmentState = { false, // blendEnable vk::BlendFactor::eZero, // srcColorBlendFactor vk::BlendFactor::eZero, // dstColorBlendFactor vk::BlendOp::eAdd, // colorBlendOp vk::BlendFactor::eZero, // srcAlphaBlendFactor vk::BlendFactor::eZero, // dstAlphaBlendFactor vk::BlendOp::eAdd, // alphaBlendOp colorComponentFlags // colorWriteMask }; } vk::PipelineColorBlendStateCreateInfo pipelineColorBlendStateCreateInfo ( vk::PipelineColorBlendStateCreateFlags(), // flags false, // logicOpEnable vk::LogicOp::eNoOp, // logicOp pipelineColorBlendAttachmentState, // attachments { { 1.0f, 1.0f, 1.0f, 1.0f } } // blendConstants ); std::array dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor }; vk::PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo(vk::PipelineDynamicStateCreateFlags(), dynamicStates); bool twoVolume = pp.tsp1.full != (u32)-1 || pp.tcw1.full != (u32)-1; bool divPosZ = !settings.platform.isNaomi2() && config::NativeDepthInterpolation; vk::ShaderModule vertex_module = shaderManager->GetVertexShader( OITShaderManager::VertexShaderParams{ pp.pcw.Gouraud == 1, pp.isNaomi2(), pass != Pass::Depth, twoVolume, pp.isNaomi2() && pp.pcw.Texture == 1, divPosZ }); OITShaderManager::FragmentShaderParams params = {}; params.alphaTest = listType == ListType_Punch_Through; params.bumpmap = pp.tcw.PixelFmt == PixelBumpMap; params.clamping = pp.tsp.ColorClamp; params.insideClipTest = (pp.tileclip >> 28) == 3; params.fog = config::Fog ? pp.tsp.FogCtrl : 2; params.gouraud = pp.pcw.Gouraud; params.ignoreTexAlpha = pp.tsp.IgnoreTexA || pp.tcw.PixelFmt == Pixel565; params.offset = pp.pcw.Offset; params.shaderInstr = pp.tsp.ShadInstr; params.texture = pp.pcw.Texture; params.useAlpha = pp.tsp.UseAlpha; params.pass = pass; params.twoVolume = twoVolume; params.palette = gpuPalette; params.divPosZ = divPosZ; vk::ShaderModule fragment_module = shaderManager->GetFragmentShader(params); std::array stages = { vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eVertex, vertex_module, "main"), vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eFragment, fragment_module, "main"), }; vk::GraphicsPipelineCreateInfo graphicsPipelineCreateInfo ( vk::PipelineCreateFlags(), // flags stages, // stages &pipelineVertexInputStateCreateInfo, // pVertexInputState &pipelineInputAssemblyStateCreateInfo, // pInputAssemblyState nullptr, // pTessellationState &pipelineViewportStateCreateInfo, // pViewportState &pipelineRasterizationStateCreateInfo, // pRasterizationState &pipelineMultisampleStateCreateInfo, // pMultisampleState &pipelineDepthStencilStateCreateInfo, // pDepthStencilState &pipelineColorBlendStateCreateInfo, // pColorBlendState &pipelineDynamicStateCreateInfo, // pDynamicState *pipelineLayout, // layout renderPasses->GetRenderPass(true, true), // renderPass pass == Pass::Depth ? (listType == ListType_Translucent ? 2 : 0) : 1 // subpass ); pipelines[hash(listType, autosort, &pp, pass, gpuPalette)] = GetContext()->GetDevice().createGraphicsPipelineUnique(GetContext()->GetPipelineCache(), graphicsPipelineCreateInfo).value; } void OITPipelineManager::CreateFinalPipeline(bool dithering) { vk::PipelineVertexInputStateCreateInfo pipelineVertexInputStateCreateInfo = GetQuadInputStateCreateInfo(false); // Input assembly state vk::PipelineInputAssemblyStateCreateInfo pipelineInputAssemblyStateCreateInfo(vk::PipelineInputAssemblyStateCreateFlags(), vk::PrimitiveTopology::eTriangleStrip); // Viewport and scissor states vk::PipelineViewportStateCreateInfo pipelineViewportStateCreateInfo(vk::PipelineViewportStateCreateFlags(), 1, nullptr, 1, nullptr); // Rasterization and multisample states vk::PipelineRasterizationStateCreateInfo pipelineRasterizationStateCreateInfo ( vk::PipelineRasterizationStateCreateFlags(), // flags false, // depthClampEnable false, // rasterizerDiscardEnable vk::PolygonMode::eFill, // polygonMode vk::CullModeFlagBits::eNone, // cullMode vk::FrontFace::eCounterClockwise, // frontFace false, // depthBiasEnable 0.0f, // depthBiasConstantFactor 0.0f, // depthBiasClamp 0.0f, // depthBiasSlopeFactor 1.0f // lineWidth ); vk::PipelineMultisampleStateCreateInfo pipelineMultisampleStateCreateInfo; // Depth and stencil vk::PipelineDepthStencilStateCreateInfo pipelineDepthStencilStateCreateInfo; // Color flags and blending vk::ColorComponentFlags colorComponentFlags(vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA); vk::PipelineColorBlendAttachmentState pipelineColorBlendAttachmentState = { false, // blendEnable vk::BlendFactor::eZero, // srcColorBlendFactor vk::BlendFactor::eZero, // dstColorBlendFactor vk::BlendOp::eAdd, // colorBlendOp vk::BlendFactor::eZero, // srcAlphaBlendFactor vk::BlendFactor::eZero, // dstAlphaBlendFactor vk::BlendOp::eAdd, // alphaBlendOp colorComponentFlags // colorWriteMask }; vk::PipelineColorBlendStateCreateInfo pipelineColorBlendStateCreateInfo ( vk::PipelineColorBlendStateCreateFlags(), // flags false, // logicOpEnable vk::LogicOp::eNoOp, // logicOp pipelineColorBlendAttachmentState, // attachments { { 1.0f, 1.0f, 1.0f, 1.0f } } // blendConstants ); std::array dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor }; vk::PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo(vk::PipelineDynamicStateCreateFlags(), dynamicStates); vk::ShaderModule vertex_module = shaderManager->GetFinalVertexShader(); vk::ShaderModule fragment_module = shaderManager->GetFinalShader(dithering); std::array stages = { vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eVertex, vertex_module, "main"), vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eFragment, fragment_module, "main"), }; vk::GraphicsPipelineCreateInfo graphicsPipelineCreateInfo ( vk::PipelineCreateFlags(), // flags stages, // stages &pipelineVertexInputStateCreateInfo, // pVertexInputState &pipelineInputAssemblyStateCreateInfo, // pInputAssemblyState nullptr, // pTessellationState &pipelineViewportStateCreateInfo, // pViewportState &pipelineRasterizationStateCreateInfo, // pRasterizationState &pipelineMultisampleStateCreateInfo, // pMultisampleState &pipelineDepthStencilStateCreateInfo, // pDepthStencilState &pipelineColorBlendStateCreateInfo, // pColorBlendState &pipelineDynamicStateCreateInfo, // pDynamicState *pipelineLayout, // layout renderPasses->GetRenderPass(true, true), // renderPass 2 // subpass ); finalPipelines[dithering] = GetContext()->GetDevice().createGraphicsPipelineUnique(GetContext()->GetPipelineCache(), graphicsPipelineCreateInfo).value; } void OITPipelineManager::CreateClearPipeline() { vk::PipelineVertexInputStateCreateInfo pipelineVertexInputStateCreateInfo = GetQuadInputStateCreateInfo(false); // Input assembly state vk::PipelineInputAssemblyStateCreateInfo pipelineInputAssemblyStateCreateInfo(vk::PipelineInputAssemblyStateCreateFlags(), vk::PrimitiveTopology::eTriangleStrip); // Viewport and scissor states vk::PipelineViewportStateCreateInfo pipelineViewportStateCreateInfo(vk::PipelineViewportStateCreateFlags(), 1, nullptr, 1, nullptr); // Rasterization and multisample states vk::PipelineRasterizationStateCreateInfo pipelineRasterizationStateCreateInfo ( vk::PipelineRasterizationStateCreateFlags(), // flags false, // depthClampEnable false, // rasterizerDiscardEnable vk::PolygonMode::eFill, // polygonMode vk::CullModeFlagBits::eNone, // cullMode vk::FrontFace::eCounterClockwise, // frontFace false, // depthBiasEnable 0.0f, // depthBiasConstantFactor 0.0f, // depthBiasClamp 0.0f, // depthBiasSlopeFactor 1.0f // lineWidth ); vk::PipelineMultisampleStateCreateInfo pipelineMultisampleStateCreateInfo; // Depth and stencil vk::PipelineDepthStencilStateCreateInfo pipelineDepthStencilStateCreateInfo; // Color flags and blending vk::PipelineColorBlendAttachmentState pipelineColorBlendAttachmentState; vk::PipelineColorBlendStateCreateInfo pipelineColorBlendStateCreateInfo ( vk::PipelineColorBlendStateCreateFlags(), // flags false, // logicOpEnable vk::LogicOp::eNoOp, // logicOp pipelineColorBlendAttachmentState, // attachments { { 1.0f, 1.0f, 1.0f, 1.0f } } // blendConstants ); std::array dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor }; vk::PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo(vk::PipelineDynamicStateCreateFlags(), dynamicStates); vk::ShaderModule vertex_module = shaderManager->GetFinalVertexShader(); vk::ShaderModule fragment_module = shaderManager->GetClearShader(); std::array stages = { vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eVertex, vertex_module, "main"), vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eFragment, fragment_module, "main"), }; vk::GraphicsPipelineCreateInfo graphicsPipelineCreateInfo ( vk::PipelineCreateFlags(), // flags stages, // stages &pipelineVertexInputStateCreateInfo, // pVertexInputState &pipelineInputAssemblyStateCreateInfo, // pInputAssemblyState nullptr, // pTessellationState &pipelineViewportStateCreateInfo, // pViewportState &pipelineRasterizationStateCreateInfo, // pRasterizationState &pipelineMultisampleStateCreateInfo, // pMultisampleState &pipelineDepthStencilStateCreateInfo, // pDepthStencilState &pipelineColorBlendStateCreateInfo, // pColorBlendState &pipelineDynamicStateCreateInfo, // pDynamicState *pipelineLayout, // layout renderPasses->GetRenderPass(true, true), // renderPass 1 // subpass ); clearPipeline = GetContext()->GetDevice().createGraphicsPipelineUnique(GetContext()->GetPipelineCache(), graphicsPipelineCreateInfo).value; } void OITPipelineManager::CreateModVolPipeline(ModVolMode mode, int cullMode, bool naomi2) { verify(mode != ModVolMode::Final); static const vk::VertexInputBindingDescription vertexBindingDescription(0, sizeof(float) * 3); static const vk::VertexInputAttributeDescription vertexInputAttributeDescription(0, 0, vk::Format::eR32G32B32Sfloat, 0); // pos // Vertex input state vk::PipelineVertexInputStateCreateInfo pipelineVertexInputStateCreateInfo( vk::PipelineVertexInputStateCreateFlags(), vertexBindingDescription, vertexInputAttributeDescription); // Input assembly state vk::PipelineInputAssemblyStateCreateInfo pipelineInputAssemblyStateCreateInfo(vk::PipelineInputAssemblyStateCreateFlags(), vk::PrimitiveTopology::eTriangleList); // Viewport and scissor states vk::PipelineViewportStateCreateInfo pipelineViewportStateCreateInfo(vk::PipelineViewportStateCreateFlags(), 1, nullptr, 1, nullptr); // Rasterization and multisample states vk::PipelineRasterizationStateCreateInfo pipelineRasterizationStateCreateInfo ( vk::PipelineRasterizationStateCreateFlags(), // flags false, // depthClampEnable false, // rasterizerDiscardEnable vk::PolygonMode::eFill, // polygonMode cullMode == 3 ? vk::CullModeFlagBits::eBack : cullMode == 2 ? vk::CullModeFlagBits::eFront : vk::CullModeFlagBits::eNone, // cullMode vk::FrontFace::eCounterClockwise, // frontFace false, // depthBiasEnable 0.0f, // depthBiasConstantFactor 0.0f, // depthBiasClamp 0.0f, // depthBiasSlopeFactor 1.0f // lineWidth ); vk::PipelineMultisampleStateCreateInfo pipelineMultisampleStateCreateInfo; // Depth and stencil vk::StencilOpState stencilOpState; switch (mode) { case ModVolMode::Xor: stencilOpState = vk::StencilOpState(vk::StencilOp::eKeep, vk::StencilOp::eInvert, vk::StencilOp::eKeep, vk::CompareOp::eAlways, 0, 2, 2); break; case ModVolMode::Or: stencilOpState = vk::StencilOpState(vk::StencilOp::eKeep, vk::StencilOp::eReplace, vk::StencilOp::eKeep, vk::CompareOp::eAlways, 2, 2, 2); break; case ModVolMode::Inclusion: stencilOpState = vk::StencilOpState(vk::StencilOp::eZero, vk::StencilOp::eReplace, vk::StencilOp::eZero, vk::CompareOp::eLessOrEqual, 3, 3, 1); break; case ModVolMode::Exclusion: stencilOpState = vk::StencilOpState(vk::StencilOp::eZero, vk::StencilOp::eKeep, vk::StencilOp::eZero, vk::CompareOp::eEqual, 3, 3, 1); break; default: break; } vk::PipelineDepthStencilStateCreateInfo pipelineDepthStencilStateCreateInfo ( vk::PipelineDepthStencilStateCreateFlags(), // flags mode == ModVolMode::Xor || mode == ModVolMode::Or, // depthTestEnable false, // depthWriteEnable vk::CompareOp::eGreater, // depthCompareOp false, // depthBoundTestEnable true, // stencilTestEnable stencilOpState, // front stencilOpState // back ); // Color flags and blending vk::PipelineColorBlendAttachmentState pipelineColorBlendAttachmentState; vk::PipelineColorBlendStateCreateInfo pipelineColorBlendStateCreateInfo ( vk::PipelineColorBlendStateCreateFlags(), // flags false, // logicOpEnable vk::LogicOp::eNoOp, // logicOp pipelineColorBlendAttachmentState, // attachments { { 1.0f, 1.0f, 1.0f, 1.0f } } // blendConstants ); std::array dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor }; vk::PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo(vk::PipelineDynamicStateCreateFlags(), dynamicStates); vk::ShaderModule vertex_module = shaderManager->GetModVolVertexShader(OITShaderManager::ModVolShaderParams{ naomi2, !settings.platform.isNaomi2() && config::NativeDepthInterpolation }); vk::ShaderModule fragment_module = shaderManager->GetModVolShader(!settings.platform.isNaomi2() && config::NativeDepthInterpolation); std::array stages = { vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eVertex, vertex_module, "main"), vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eFragment, fragment_module, "main"), }; vk::GraphicsPipelineCreateInfo graphicsPipelineCreateInfo ( vk::PipelineCreateFlags(), // flags stages, // stages &pipelineVertexInputStateCreateInfo, // pVertexInputState &pipelineInputAssemblyStateCreateInfo, // pInputAssemblyState nullptr, // pTessellationState &pipelineViewportStateCreateInfo, // pViewportState &pipelineRasterizationStateCreateInfo, // pRasterizationState &pipelineMultisampleStateCreateInfo, // pMultisampleState &pipelineDepthStencilStateCreateInfo, // pDepthStencilState &pipelineColorBlendStateCreateInfo, // pColorBlendState &pipelineDynamicStateCreateInfo, // pDynamicState *pipelineLayout, // layout renderPasses->GetRenderPass(true, true) // renderPass ); modVolPipelines[hash(mode, cullMode, naomi2)] = GetContext()->GetDevice().createGraphicsPipelineUnique(GetContext()->GetPipelineCache(), graphicsPipelineCreateInfo).value; } void OITPipelineManager::CreateTrModVolPipeline(ModVolMode mode, int cullMode, bool naomi2) { verify(mode != ModVolMode::Final); static const vk::VertexInputBindingDescription vertexBindingDescription(0, sizeof(float) * 3); static const vk::VertexInputAttributeDescription vertexInputAttributeDescription(0, 0, vk::Format::eR32G32B32Sfloat, 0); // pos // Vertex input state vk::PipelineVertexInputStateCreateInfo pipelineVertexInputStateCreateInfo( vk::PipelineVertexInputStateCreateFlags(), vertexBindingDescription, vertexInputAttributeDescription); // Input assembly state vk::PipelineInputAssemblyStateCreateInfo pipelineInputAssemblyStateCreateInfo(vk::PipelineInputAssemblyStateCreateFlags(), vk::PrimitiveTopology::eTriangleList); // Viewport and scissor states vk::PipelineViewportStateCreateInfo pipelineViewportStateCreateInfo(vk::PipelineViewportStateCreateFlags(), 1, nullptr, 1, nullptr); // Rasterization and multisample states vk::PipelineRasterizationStateCreateInfo pipelineRasterizationStateCreateInfo ( vk::PipelineRasterizationStateCreateFlags(), // flags false, // depthClampEnable false, // rasterizerDiscardEnable vk::PolygonMode::eFill, // polygonMode cullMode == 3 ? vk::CullModeFlagBits::eBack : cullMode == 2 ? vk::CullModeFlagBits::eFront : vk::CullModeFlagBits::eNone, // cullMode vk::FrontFace::eCounterClockwise, // frontFace false, // depthBiasEnable 0.0f, // depthBiasConstantFactor 0.0f, // depthBiasClamp 0.0f, // depthBiasSlopeFactor 1.0f // lineWidth ); vk::PipelineMultisampleStateCreateInfo pipelineMultisampleStateCreateInfo; // Depth and stencil vk::PipelineDepthStencilStateCreateInfo pipelineDepthStencilStateCreateInfo; // Color flags and blending vk::PipelineColorBlendAttachmentState pipelineColorBlendAttachmentState; vk::PipelineColorBlendStateCreateInfo pipelineColorBlendStateCreateInfo ( vk::PipelineColorBlendStateCreateFlags(), // flags false, // logicOpEnable vk::LogicOp::eNoOp, // logicOp pipelineColorBlendAttachmentState, // attachments { { 1.0f, 1.0f, 1.0f, 1.0f } } // blendConstants ); std::array dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor }; vk::PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo(vk::PipelineDynamicStateCreateFlags(), dynamicStates); bool divPosZ = !settings.platform.isNaomi2() && config::NativeDepthInterpolation; vk::ShaderModule vertex_module = shaderManager->GetModVolVertexShader(OITShaderManager::ModVolShaderParams{ naomi2, divPosZ }); vk::ShaderModule fragment_module = shaderManager->GetTrModVolShader(OITShaderManager::TrModVolShaderParams{ mode, divPosZ }); std::array stages = { vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eVertex, vertex_module, "main"), vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eFragment, fragment_module, "main"), }; vk::GraphicsPipelineCreateInfo graphicsPipelineCreateInfo ( vk::PipelineCreateFlags(), // flags stages, // stages &pipelineVertexInputStateCreateInfo, // pVertexInputState &pipelineInputAssemblyStateCreateInfo, // pInputAssemblyState nullptr, // pTessellationState &pipelineViewportStateCreateInfo, // pViewportState &pipelineRasterizationStateCreateInfo, // pRasterizationState &pipelineMultisampleStateCreateInfo, // pMultisampleState &pipelineDepthStencilStateCreateInfo, // pDepthStencilState &pipelineColorBlendStateCreateInfo, // pColorBlendState &pipelineDynamicStateCreateInfo, // pDynamicState *pipelineLayout, // layout renderPasses->GetRenderPass(true, true), // renderPass 2 // subpass ); trModVolPipelines[hash(mode, cullMode, naomi2)] = GetContext()->GetDevice().createGraphicsPipelineUnique(GetContext()->GetPipelineCache(), graphicsPipelineCreateInfo).value; }