*/
bool no_per_view_viewport = pipeline_contains_all_shader_state(pipeline) &&
!pipeline->program.per_view_viewport;
- DRAW_STATE_COND(viewport, VK_DYNAMIC_STATE_VIEWPORT, no_per_view_viewport,
+ DRAW_STATE_COND(viewport, TU_DYNAMIC_STATE_VIEWPORT, no_per_view_viewport,
builder->graphics_state.vp);
- DRAW_STATE_COND(scissor, VK_DYNAMIC_STATE_SCISSOR, no_per_view_viewport,
+ DRAW_STATE_COND(scissor, TU_DYNAMIC_STATE_SCISSOR, no_per_view_viewport,
builder->graphics_state.vp);
DRAW_STATE(sample_locations,
TU_DYNAMIC_STATE_SAMPLE_LOCATIONS,
builder->graphics_state.ms->sample_locations_enable,
builder->graphics_state.ms->sample_locations);
- DRAW_STATE(depth_bias, VK_DYNAMIC_STATE_DEPTH_BIAS,
+ DRAW_STATE(depth_bias, TU_DYNAMIC_STATE_DEPTH_BIAS,
builder->graphics_state.rs);
bool attachments_valid =
builder->graphics_state.rp &&
if (EMIT_STATE(bandwidth, attachments_valid))
tu_calc_bandwidth(&pipeline->bandwidth, cb,
builder->graphics_state.rp);
- DRAW_STATE(blend_constants, VK_DYNAMIC_STATE_BLEND_CONSTANTS, cb);
+ DRAW_STATE(blend_constants, TU_DYNAMIC_STATE_BLEND_CONSTANTS, cb);
if (attachments_valid &&
!(builder->graphics_state.rp->attachment_aspects &
VK_IMAGE_ASPECT_COLOR_BIT)) {
builder->graphics_state.ds,
builder->graphics_state.rp,
builder->graphics_state.rs);
- DRAW_STATE(depth_bounds, VK_DYNAMIC_STATE_DEPTH_BOUNDS,
+ DRAW_STATE(depth_bounds, TU_DYNAMIC_STATE_DEPTH_BOUNDS,
builder->graphics_state.ds);
- DRAW_STATE(depth_bounds, VK_DYNAMIC_STATE_DEPTH_BOUNDS,
+ DRAW_STATE(depth_bounds, TU_DYNAMIC_STATE_DEPTH_BOUNDS,
builder->graphics_state.ds);
- DRAW_STATE(stencil_compare_mask, VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK,
+ DRAW_STATE(stencil_compare_mask, TU_DYNAMIC_STATE_STENCIL_COMPARE_MASK,
builder->graphics_state.ds);
- DRAW_STATE(stencil_write_mask, VK_DYNAMIC_STATE_STENCIL_WRITE_MASK,
+ DRAW_STATE(stencil_write_mask, TU_DYNAMIC_STATE_STENCIL_WRITE_MASK,
builder->graphics_state.ds);
- DRAW_STATE(stencil_reference, VK_DYNAMIC_STATE_STENCIL_REFERENCE,
+ DRAW_STATE(stencil_reference, TU_DYNAMIC_STATE_STENCIL_REFERENCE,
builder->graphics_state.ds);
DRAW_STATE_COND(patch_control_points,
TU_DYNAMIC_STATE_PATCH_CONTROL_POINTS,
#undef tu6_emit_vertex_stride
#undef tu6_vertex_stride_size
- DRAW_STATE_FDM(viewport, VK_DYNAMIC_STATE_VIEWPORT,
+ DRAW_STATE_FDM(viewport, TU_DYNAMIC_STATE_VIEWPORT,
&cmd->vk.dynamic_graphics_state.vp);
- DRAW_STATE_FDM(scissor, VK_DYNAMIC_STATE_SCISSOR,
+ DRAW_STATE_FDM(scissor, TU_DYNAMIC_STATE_SCISSOR,
&cmd->vk.dynamic_graphics_state.vp);
DRAW_STATE(sample_locations,
TU_DYNAMIC_STATE_SAMPLE_LOCATIONS,
cmd->vk.dynamic_graphics_state.ms.sample_locations_enable,
cmd->vk.dynamic_graphics_state.ms.sample_locations);
- DRAW_STATE(depth_bias, VK_DYNAMIC_STATE_DEPTH_BIAS,
+ DRAW_STATE(depth_bias, TU_DYNAMIC_STATE_DEPTH_BIAS,
&cmd->vk.dynamic_graphics_state.rs);
DRAW_STATE(blend, TU_DYNAMIC_STATE_BLEND,
&cmd->vk.dynamic_graphics_state.cb,
&cmd->vk.dynamic_graphics_state.ds,
&cmd->state.vk_rp,
&cmd->vk.dynamic_graphics_state.rs);
- DRAW_STATE(depth_bounds, VK_DYNAMIC_STATE_DEPTH_BOUNDS,
+ DRAW_STATE(depth_bounds, TU_DYNAMIC_STATE_DEPTH_BOUNDS,
&cmd->vk.dynamic_graphics_state.ds);
- DRAW_STATE(stencil_compare_mask, VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK,
+ DRAW_STATE(stencil_compare_mask, TU_DYNAMIC_STATE_STENCIL_COMPARE_MASK,
&cmd->vk.dynamic_graphics_state.ds);
- DRAW_STATE(stencil_write_mask, VK_DYNAMIC_STATE_STENCIL_WRITE_MASK,
+ DRAW_STATE(stencil_write_mask, TU_DYNAMIC_STATE_STENCIL_WRITE_MASK,
&cmd->vk.dynamic_graphics_state.ds);
- DRAW_STATE(stencil_reference, VK_DYNAMIC_STATE_STENCIL_REFERENCE,
+ DRAW_STATE(stencil_reference, TU_DYNAMIC_STATE_STENCIL_REFERENCE,
&cmd->vk.dynamic_graphics_state.ds);
DRAW_STATE_COND(patch_control_points,
TU_DYNAMIC_STATE_PATCH_CONTROL_POINTS,