flycast/core/rend/vulkan/pipeline.cpp

503 lines
25 KiB
C++

/*
* Created on: Oct 3, 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 <https://www.gnu.org/licenses/>.
*/
#include "pipeline.h"
#include "hw/pvr/Renderer_if.h"
#include "rend/osd.h"
#include "quad.h"
void PipelineManager::CreateModVolPipeline(ModVolMode mode, int cullMode, bool naomi2)
{
// Vertex input state
vk::PipelineVertexInputStateCreateInfo pipelineVertexInputStateCreateInfo;
// Input assembly state
vk::PipelineInputAssemblyStateCreateInfo pipelineInputAssemblyStateCreateInfo;
if (mode == ModVolMode::Final)
{
pipelineVertexInputStateCreateInfo = GetMainVertexInputStateCreateInfo(false);
pipelineInputAssemblyStateCreateInfo = vk::PipelineInputAssemblyStateCreateInfo(vk::PipelineInputAssemblyStateCreateFlags(),
vk::PrimitiveTopology::eTriangleStrip);
}
else
{
static const vk::VertexInputBindingDescription vertexBindingDescription(0, sizeof(float) * 3);
static const vk::VertexInputAttributeDescription vertexInputAttributeDescription(0, 0, vk::Format::eR32G32B32Sfloat, 0); // pos
pipelineVertexInputStateCreateInfo = vk::PipelineVertexInputStateCreateInfo(
vk::PipelineVertexInputStateCreateFlags(),
vertexBindingDescription,
vertexInputAttributeDescription);
pipelineInputAssemblyStateCreateInfo = vk::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;
case ModVolMode::Final:
stencilOpState = vk::StencilOpState(vk::StencilOp::eZero, vk::StencilOp::eZero, vk::StencilOp::eZero, vk::CompareOp::eEqual, 0x81, 3, 0x81);
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::ColorComponentFlags colorComponentFlags(
mode != ModVolMode::Final ? (vk::ColorComponentFlagBits)0
: vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA);
vk::PipelineColorBlendAttachmentState pipelineColorBlendAttachmentState(
mode == ModVolMode::Final, // blendEnable
vk::BlendFactor::eSrcAlpha, // srcColorBlendFactor
vk::BlendFactor::eOneMinusSrcAlpha, // dstColorBlendFactor
vk::BlendOp::eAdd, // colorBlendOp
vk::BlendFactor::eSrcAlpha, // srcAlphaBlendFactor
vk::BlendFactor::eOneMinusSrcAlpha, // 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<vk::DynamicState, 2> dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor };
vk::PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo(vk::PipelineDynamicStateCreateFlags(), dynamicStates);
ModVolShaderParams shaderParams { naomi2, !settings.platform.isNaomi2() && config::NativeDepthInterpolation };
vk::ShaderModule vertex_module = shaderManager->GetModVolVertexShader(shaderParams);
vk::ShaderModule fragment_module = shaderManager->GetModVolShader(!settings.platform.isNaomi2() && config::NativeDepthInterpolation);
std::array<vk::PipelineShaderStageCreateInfo, 2> 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
renderPass // renderPass
);
modVolPipelines[hash(mode, cullMode, naomi2)] =
GetContext()->GetDevice().createGraphicsPipelineUnique(GetContext()->GetPipelineCache(),
graphicsPipelineCreateInfo).value;
}
void PipelineManager::CreateDepthPassPipeline(int cullMode, bool naomi2)
{
// Vertex input state
vk::PipelineVertexInputStateCreateInfo pipelineVertexInputStateCreateInfo = GetMainVertexInputStateCreateInfo(false);
// 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;
vk::PipelineDepthStencilStateCreateInfo pipelineDepthStencilStateCreateInfo
(
vk::PipelineDepthStencilStateCreateFlags(), // flags
true, // depthTestEnable
true, // depthWriteEnable
vk::CompareOp::eGreaterOrEqual, // depthCompareOp
false, // depthBoundTestEnable
false, // stencilTestEnable
stencilOpState, // front
stencilOpState // back
);
// Color flags and blending
vk::ColorComponentFlags colorComponentFlags((vk::ColorComponentFlagBits)0);
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<vk::DynamicState, 2> dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor };
vk::PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo(vk::PipelineDynamicStateCreateFlags(), dynamicStates);
ModVolShaderParams shaderParams { naomi2, !settings.platform.isNaomi2() && config::NativeDepthInterpolation };
vk::ShaderModule vertex_module = shaderManager->GetModVolVertexShader(shaderParams);
vk::ShaderModule fragment_module = shaderManager->GetModVolShader(!settings.platform.isNaomi2() && config::NativeDepthInterpolation);
std::array<vk::PipelineShaderStageCreateInfo, 2> 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
renderPass // renderPass
);
depthPassPipelines[hash(cullMode, naomi2)] =
GetContext()->GetDevice().createGraphicsPipelineUnique(GetContext()->GetPipelineCache(),
graphicsPipelineCreateInfo).value;
}
void PipelineManager::CreatePipeline(u32 listType, bool sortTriangles, const PolyParam& pp, bool gpuPalette)
{
vk::PipelineVertexInputStateCreateInfo pipelineVertexInputStateCreateInfo = GetMainVertexInputStateCreateInfo();
// Input assembly state
vk::PipelineInputAssemblyStateCreateInfo pipelineInputAssemblyStateCreateInfo(vk::PipelineInputAssemblyStateCreateFlags(),
sortTriangles && !config::PerStripSorting ? vk::PrimitiveTopology::eTriangleList : 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
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
);
vk::PipelineMultisampleStateCreateInfo pipelineMultisampleStateCreateInfo;
// Depth and stencil
vk::CompareOp depthOp;
if (listType == ListType_Punch_Through || sortTriangles)
depthOp = vk::CompareOp::eGreaterOrEqual;
else
depthOp = depthOps[pp.isp.DepthMode];
bool depthWriteEnable;
if (sortTriangles && !config::PerStripSorting)
// FIXME temporary work-around for intel driver bug
depthWriteEnable = GetContext()->GetVendorID() == VulkanContext::VENDOR_INTEL;
else
{
// 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 = 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::ColorComponentFlags colorComponentFlags(vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA);
vk::PipelineColorBlendAttachmentState pipelineColorBlendAttachmentState;
// Apparently punch-through polys support blending, or at least some combinations
if (listType == ListType_Translucent || listType == ListType_Punch_Through)
{
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
{
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
);
vk::DynamicState dynamicStates[2] = { vk::DynamicState::eViewport, vk::DynamicState::eScissor };
vk::PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo(vk::PipelineDynamicStateCreateFlags(), 2, dynamicStates);
bool divPosZ = !settings.platform.isNaomi2() && config::NativeDepthInterpolation;
vk::ShaderModule vertex_module = shaderManager->GetVertexShader(VertexShaderParams { pp.pcw.Gouraud == 1, pp.isNaomi2(), divPosZ });
FragmentShaderParams params = {};
params.alphaTest = listType == ListType_Punch_Through;
params.bumpmap = pp.tcw.PixelFmt == PixelBumpMap;
params.clamping = pp.tsp.ColorClamp && (pvrrc.fog_clamp_min.full != 0 || pvrrc.fog_clamp_max.full != 0xffffffff);
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.trilinear = pp.pcw.Texture && pp.tsp.FilterMode > 1 && listType != ListType_Punch_Through && pp.tcw.MipMapped == 1;
params.useAlpha = pp.tsp.UseAlpha;
params.palette = gpuPalette;
params.divPosZ = divPosZ;
vk::ShaderModule fragment_module = shaderManager->GetFragmentShader(params);
std::array<vk::PipelineShaderStageCreateInfo, 2> 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
renderPass // renderPass
);
pipelines[hash(listType, sortTriangles, &pp, gpuPalette)] = GetContext()->GetDevice().createGraphicsPipelineUnique(GetContext()->GetPipelineCache(),
graphicsPipelineCreateInfo).value;
}
void OSDPipeline::CreatePipeline()
{
// Vertex input state
static const vk::VertexInputBindingDescription vertexInputBindingDescription(0, sizeof(OSDVertex));
static const std::array<vk::VertexInputAttributeDescription, 3> vertexInputAttributeDescriptions = {
vk::VertexInputAttributeDescription(0, 0, vk::Format::eR32G32Sfloat, offsetof(OSDVertex, x)), // pos
vk::VertexInputAttributeDescription(1, 0, vk::Format::eR8G8B8A8Uint, offsetof(OSDVertex, r)), // color
vk::VertexInputAttributeDescription(2, 0, vk::Format::eR32G32Sfloat, offsetof(OSDVertex, u)), // tex coord
};
vk::PipelineVertexInputStateCreateInfo vertexInputStateCreateInfo(
vk::PipelineVertexInputStateCreateFlags(),
vertexInputBindingDescription,
vertexInputAttributeDescriptions);
// 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;
pipelineRasterizationStateCreateInfo.lineWidth = 1.0;
vk::PipelineMultisampleStateCreateInfo pipelineMultisampleStateCreateInfo;
// Depth and stencil
vk::PipelineDepthStencilStateCreateInfo pipelineDepthStencilStateCreateInfo;
// Color flags and blending
vk::PipelineColorBlendAttachmentState pipelineColorBlendAttachmentState(
true, // blendEnable
vk::BlendFactor::eSrcAlpha, // srcColorBlendFactor
vk::BlendFactor::eOneMinusSrcAlpha, // dstColorBlendFactor
vk::BlendOp::eAdd, // colorBlendOp
vk::BlendFactor::eSrcAlpha, // srcAlphaBlendFactor
vk::BlendFactor::eOneMinusSrcAlpha, // dstAlphaBlendFactor
vk::BlendOp::eAdd, // alphaBlendOp
vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG
| vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA
);
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<vk::DynamicState, 2> dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor };
vk::PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo(vk::PipelineDynamicStateCreateFlags(), dynamicStates);
std::array<vk::PipelineShaderStageCreateInfo, 2> stages = {
vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eVertex, shaderManager->GetOSDVertexShader(), "main"),
vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eFragment, shaderManager->GetOSDFragmentShader(), "main"),
};
vk::GraphicsPipelineCreateInfo graphicsPipelineCreateInfo
(
vk::PipelineCreateFlags(), // flags
stages, // stages
&vertexInputStateCreateInfo, // pVertexInputState
&pipelineInputAssemblyStateCreateInfo, // pInputAssemblyState
nullptr, // pTessellationState
&pipelineViewportStateCreateInfo, // pViewportState
&pipelineRasterizationStateCreateInfo, // pRasterizationState
&pipelineMultisampleStateCreateInfo, // pMultisampleState
&pipelineDepthStencilStateCreateInfo, // pDepthStencilState
&pipelineColorBlendStateCreateInfo, // pColorBlendState
&pipelineDynamicStateCreateInfo, // pDynamicState
*pipelineLayout, // layout
renderPass // renderPass
);
pipeline = GetContext()->GetDevice().createGraphicsPipelineUnique(GetContext()->GetPipelineCache(), graphicsPipelineCreateInfo).value;
}