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renderer::VulkanPipeline::Config Struct Reference

Public Attributes

PipelineType pipeline_type = PipelineType::graphics
std::string debug_name
vk::Format color_format = vk::Format::eUndefined
std::optional< vk::Format > depth_format
vk::Extent2D extent
std::vector< vk::Format > extra_color_formats
bool write_extra_color = false
bool write_color_alpha = false
 color_format keeps its destination alpha unless set
bool depth_only = false
bool depth_fragment = false
 With depth_only keeps the fragment stage for shaders that write SV_Depth.
uint32_t view_mask = 0
 Must equal every RenderingInfo viewMask. 0 is not multiview and leaves SV_ViewID undefined.
std::vector< std::byte > shader_spirv
std::string vertex_entry = "vertexMain"
std::string mesh_entry
 Set for a task and mesh pipeline which has no vertex stage or vertex input.
std::string task_entry
 Only with mesh_entry.
std::vector< std::byte > task_spirv
std::string fragment_entry = "fragmentMain"
std::string compute_entry = "computeMain"
vk::PipelineLayout pipeline_layout = nullptr
std::vector< vk::VertexInputBindingDescription > vertex_bindings
std::vector< vk::VertexInputAttributeDescription > vertex_attributes
vk::PrimitiveTopology topology = vk::PrimitiveTopology::eTriangleList
vk::CullModeFlags cull_mode = vk::CullModeFlagBits::eBack
vk::FrontFace front_face = vk::FrontFace::eCounterClockwise
bool depth_test = true
bool depth_write = true
vk::CompareOp depth_compare = depth::k_closer
 Scene convention. Shadow maps set eLess and far plane draws need depth::k_closer_or_equal.
float depth_bias_constant = 0.0f
float depth_bias_slope = 0.0f
bool blend_enable = false
BlendPreset blend_preset = BlendPreset::none

Member Data Documentation

◆ task_spirv

std::vector<std::byte> renderer::VulkanPipeline::Config::task_spirv

Task stage module since Slang gives task and mesh entry points of one module separate payload variables that NVIDIA drivers mishandle (shader-slang/slang#10123)


The documentation for this struct was generated from the following file: