1.0f, // float lineWidth;
};
+ const vk::VkPipelineColorBlendStateCreateInfo colorBlendStateParams
+ {
+ vk::VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO, // VkStructureType sType
+ DE_NULL, // const void* pNext
+ 0u, // VkPipelineColorBlendStateCreateFlags flags
+ VK_FALSE, // VkBool32 logicOpEnable
+ vk::VK_LOGIC_OP_CLEAR, // VkLogicOp logicOp
+ 0u, // deUint32 attachmentCount
+ DE_NULL, // const VkPipelineColorBlendAttachmentState* pAttachments
+ { 1.0f, 1.0f, 1.0f, 1.0f } // float blendConstants[4]
+ };
+
// Setup different stencil masks and refs in each quad
for (int quadNdx = 0; quadNdx < StencilTest::QUAD_COUNT; quadNdx++)
{
back.writeMask = config.backWriteMask;
back.reference = config.backRef;
- m_graphicsPipelines[quadNdx] = makeGraphicsPipeline(vk, // const DeviceInterface& vk
- vkDevice, // const VkDevice device
- *m_pipelineLayout, // const VkPipelineLayout pipelineLayout
- *m_vertexShaderModule, // const VkShaderModule vertexShaderModule
- DE_NULL, // const VkShaderModule tessellationControlModule
- DE_NULL, // const VkShaderModule tessellationEvalModule
- DE_NULL, // const VkShaderModule geometryShaderModule
- *m_fragmentShaderModule, // const VkShaderModule fragmentShaderModule
- *m_renderPass, // const VkRenderPass renderPass
- viewports, // const std::vector<VkViewport>& viewports
- scissors, // const std::vector<VkRect2D>& scissors
- VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, // const VkPrimitiveTopology topology
- 0u, // const deUint32 subpass
- 0u, // const deUint32 patchControlPoints
- &vertexInputStateParams, // const VkPipelineVertexInputStateCreateInfo* vertexInputStateCreateInfo
- &rasterizationStateParams, // const VkPipelineRasterizationStateCreateInfo* rasterizationStateCreateInfo
- DE_NULL, // const VkPipelineMultisampleStateCreateInfo* multisampleStateCreateInfo
- &depthStencilStateParams); // const VkPipelineDepthStencilStateCreateInfo* depthStencilStateCreateInfo
+ m_graphicsPipelines[quadNdx] = makeGraphicsPipeline(vk, // const DeviceInterface& vk
+ vkDevice, // const VkDevice device
+ *m_pipelineLayout, // const VkPipelineLayout pipelineLayout
+ *m_vertexShaderModule, // const VkShaderModule vertexShaderModule
+ DE_NULL, // const VkShaderModule tessellationControlModule
+ DE_NULL, // const VkShaderModule tessellationEvalModule
+ DE_NULL, // const VkShaderModule geometryShaderModule
+ *m_fragmentShaderModule, // const VkShaderModule fragmentShaderModule
+ *m_renderPass, // const VkRenderPass renderPass
+ viewports, // const std::vector<VkViewport>& viewports
+ scissors, // const std::vector<VkRect2D>& scissors
+ VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, // const VkPrimitiveTopology topology
+ 0u, // const deUint32 subpass
+ 0u, // const deUint32 patchControlPoints
+ &vertexInputStateParams, // const VkPipelineVertexInputStateCreateInfo* vertexInputStateCreateInfo
+ &rasterizationStateParams, // const VkPipelineRasterizationStateCreateInfo* rasterizationStateCreateInfo
+ DE_NULL, // const VkPipelineMultisampleStateCreateInfo* multisampleStateCreateInfo
+ &depthStencilStateParams, // const VkPipelineDepthStencilStateCreateInfo* depthStencilStateCreateInfo
+ (m_colorAttachmentEnable ? DE_NULL : &colorBlendStateParams)); // const VkPipelineColorBlendStateCreateInfo* colorBlendStateCreateInfo
}
}