1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149
|
// *** THIS FILE IS GENERATED - DO NOT EDIT ***
// See dynamic_state_generator.py for modifications
/***************************************************************************
*
* Copyright (c) 2023-2025 Valve Corporation
* Copyright (c) 2023-2025 LunarG, Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
****************************************************************************/
// NOLINTBEGIN
#pragma once
#include <vulkan/vulkan_core.h>
#include <bitset>
namespace vvl {
class Pipeline;
} // namespace vvl
// Reorders VkDynamicState so it can be a bitset
typedef enum CBDynamicState {
CB_DYNAMIC_STATE_VIEWPORT = 1,
CB_DYNAMIC_STATE_SCISSOR = 2,
CB_DYNAMIC_STATE_LINE_WIDTH = 3,
CB_DYNAMIC_STATE_DEPTH_BIAS = 4,
CB_DYNAMIC_STATE_BLEND_CONSTANTS = 5,
CB_DYNAMIC_STATE_DEPTH_BOUNDS = 6,
CB_DYNAMIC_STATE_STENCIL_COMPARE_MASK = 7,
CB_DYNAMIC_STATE_STENCIL_WRITE_MASK = 8,
CB_DYNAMIC_STATE_STENCIL_REFERENCE = 9,
CB_DYNAMIC_STATE_CULL_MODE = 10,
CB_DYNAMIC_STATE_FRONT_FACE = 11,
CB_DYNAMIC_STATE_PRIMITIVE_TOPOLOGY = 12,
CB_DYNAMIC_STATE_VIEWPORT_WITH_COUNT = 13,
CB_DYNAMIC_STATE_SCISSOR_WITH_COUNT = 14,
CB_DYNAMIC_STATE_VERTEX_INPUT_BINDING_STRIDE = 15,
CB_DYNAMIC_STATE_DEPTH_TEST_ENABLE = 16,
CB_DYNAMIC_STATE_DEPTH_WRITE_ENABLE = 17,
CB_DYNAMIC_STATE_DEPTH_COMPARE_OP = 18,
CB_DYNAMIC_STATE_DEPTH_BOUNDS_TEST_ENABLE = 19,
CB_DYNAMIC_STATE_STENCIL_TEST_ENABLE = 20,
CB_DYNAMIC_STATE_STENCIL_OP = 21,
CB_DYNAMIC_STATE_RASTERIZER_DISCARD_ENABLE = 22,
CB_DYNAMIC_STATE_DEPTH_BIAS_ENABLE = 23,
CB_DYNAMIC_STATE_PRIMITIVE_RESTART_ENABLE = 24,
CB_DYNAMIC_STATE_LINE_STIPPLE = 25,
CB_DYNAMIC_STATE_VIEWPORT_W_SCALING_NV = 26,
CB_DYNAMIC_STATE_DISCARD_RECTANGLE_EXT = 27,
CB_DYNAMIC_STATE_DISCARD_RECTANGLE_ENABLE_EXT = 28,
CB_DYNAMIC_STATE_DISCARD_RECTANGLE_MODE_EXT = 29,
CB_DYNAMIC_STATE_SAMPLE_LOCATIONS_EXT = 30,
CB_DYNAMIC_STATE_RAY_TRACING_PIPELINE_STACK_SIZE_KHR = 31,
CB_DYNAMIC_STATE_VIEWPORT_SHADING_RATE_PALETTE_NV = 32,
CB_DYNAMIC_STATE_VIEWPORT_COARSE_SAMPLE_ORDER_NV = 33,
CB_DYNAMIC_STATE_EXCLUSIVE_SCISSOR_ENABLE_NV = 34,
CB_DYNAMIC_STATE_EXCLUSIVE_SCISSOR_NV = 35,
CB_DYNAMIC_STATE_FRAGMENT_SHADING_RATE_KHR = 36,
CB_DYNAMIC_STATE_VERTEX_INPUT_EXT = 37,
CB_DYNAMIC_STATE_PATCH_CONTROL_POINTS_EXT = 38,
CB_DYNAMIC_STATE_LOGIC_OP_EXT = 39,
CB_DYNAMIC_STATE_COLOR_WRITE_ENABLE_EXT = 40,
CB_DYNAMIC_STATE_DEPTH_CLAMP_ENABLE_EXT = 41,
CB_DYNAMIC_STATE_POLYGON_MODE_EXT = 42,
CB_DYNAMIC_STATE_RASTERIZATION_SAMPLES_EXT = 43,
CB_DYNAMIC_STATE_SAMPLE_MASK_EXT = 44,
CB_DYNAMIC_STATE_ALPHA_TO_COVERAGE_ENABLE_EXT = 45,
CB_DYNAMIC_STATE_ALPHA_TO_ONE_ENABLE_EXT = 46,
CB_DYNAMIC_STATE_LOGIC_OP_ENABLE_EXT = 47,
CB_DYNAMIC_STATE_COLOR_BLEND_ENABLE_EXT = 48,
CB_DYNAMIC_STATE_COLOR_BLEND_EQUATION_EXT = 49,
CB_DYNAMIC_STATE_COLOR_WRITE_MASK_EXT = 50,
CB_DYNAMIC_STATE_TESSELLATION_DOMAIN_ORIGIN_EXT = 51,
CB_DYNAMIC_STATE_RASTERIZATION_STREAM_EXT = 52,
CB_DYNAMIC_STATE_CONSERVATIVE_RASTERIZATION_MODE_EXT = 53,
CB_DYNAMIC_STATE_EXTRA_PRIMITIVE_OVERESTIMATION_SIZE_EXT = 54,
CB_DYNAMIC_STATE_DEPTH_CLIP_ENABLE_EXT = 55,
CB_DYNAMIC_STATE_SAMPLE_LOCATIONS_ENABLE_EXT = 56,
CB_DYNAMIC_STATE_COLOR_BLEND_ADVANCED_EXT = 57,
CB_DYNAMIC_STATE_PROVOKING_VERTEX_MODE_EXT = 58,
CB_DYNAMIC_STATE_LINE_RASTERIZATION_MODE_EXT = 59,
CB_DYNAMIC_STATE_LINE_STIPPLE_ENABLE_EXT = 60,
CB_DYNAMIC_STATE_DEPTH_CLIP_NEGATIVE_ONE_TO_ONE_EXT = 61,
CB_DYNAMIC_STATE_VIEWPORT_W_SCALING_ENABLE_NV = 62,
CB_DYNAMIC_STATE_VIEWPORT_SWIZZLE_NV = 63,
CB_DYNAMIC_STATE_COVERAGE_TO_COLOR_ENABLE_NV = 64,
CB_DYNAMIC_STATE_COVERAGE_TO_COLOR_LOCATION_NV = 65,
CB_DYNAMIC_STATE_COVERAGE_MODULATION_MODE_NV = 66,
CB_DYNAMIC_STATE_COVERAGE_MODULATION_TABLE_ENABLE_NV = 67,
CB_DYNAMIC_STATE_COVERAGE_MODULATION_TABLE_NV = 68,
CB_DYNAMIC_STATE_SHADING_RATE_IMAGE_ENABLE_NV = 69,
CB_DYNAMIC_STATE_REPRESENTATIVE_FRAGMENT_TEST_ENABLE_NV = 70,
CB_DYNAMIC_STATE_COVERAGE_REDUCTION_MODE_NV = 71,
CB_DYNAMIC_STATE_ATTACHMENT_FEEDBACK_LOOP_ENABLE_EXT = 72,
CB_DYNAMIC_STATE_DEPTH_CLAMP_RANGE_EXT = 73,
CB_DYNAMIC_STATE_STATUS_NUM = 74
} CBDynamicState;
using CBDynamicFlags = std::bitset<CB_DYNAMIC_STATE_STATUS_NUM>;
VkDynamicState ConvertToDynamicState(CBDynamicState dynamic_state);
CBDynamicState ConvertToCBDynamicState(VkDynamicState dynamic_state);
const char* DynamicStateToString(CBDynamicState dynamic_state);
std::string DynamicStatesToString(CBDynamicFlags const& dynamic_states);
std::string DynamicStatesCommandsToString(CBDynamicFlags const& dynamic_states);
std::string DescribeDynamicStateCommand(CBDynamicState dynamic_state);
std::string DescribeDynamicStateDependency(CBDynamicState dynamic_state, const vvl::Pipeline* pipeline);
// We build these up at code gen time to quickly use at runtime
// TODO - tried to make these constexpr, but seems bitset over 64 bits doesn't like that it seems
//
// All state is only tied to VK_SHADER_STAGE_FRAGMENT_BIT
const CBDynamicFlags kFragmentDynamicState =
CBDynamicFlags(1) << CB_DYNAMIC_STATE_BLEND_CONSTANTS | CBDynamicFlags(1) << CB_DYNAMIC_STATE_LOGIC_OP_EXT |
CBDynamicFlags(1) << CB_DYNAMIC_STATE_COLOR_WRITE_ENABLE_EXT | CBDynamicFlags(1) << CB_DYNAMIC_STATE_LOGIC_OP_ENABLE_EXT |
CBDynamicFlags(1) << CB_DYNAMIC_STATE_COLOR_BLEND_ENABLE_EXT | CBDynamicFlags(1) << CB_DYNAMIC_STATE_COLOR_BLEND_EQUATION_EXT |
CBDynamicFlags(1) << CB_DYNAMIC_STATE_COLOR_WRITE_MASK_EXT | CBDynamicFlags(1) << CB_DYNAMIC_STATE_COLOR_BLEND_ADVANCED_EXT |
CBDynamicFlags(1) << CB_DYNAMIC_STATE_COVERAGE_TO_COLOR_ENABLE_NV |
CBDynamicFlags(1) << CB_DYNAMIC_STATE_ATTACHMENT_FEEDBACK_LOOP_ENABLE_EXT;
// All state is only tied to VK_SHADER_STAGE_GEOMETRY_BIT
const CBDynamicFlags kGeometryDynamicState = CBDynamicFlags(1) << CB_DYNAMIC_STATE_RASTERIZATION_STREAM_EXT;
// All state is only tied to VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT
const CBDynamicFlags kTessControlDynamicState = CBDynamicFlags(1) << CB_DYNAMIC_STATE_PATCH_CONTROL_POINTS_EXT;
// All state is only tied to VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT
const CBDynamicFlags kTessEvalDynamicState = CBDynamicFlags(1) << CB_DYNAMIC_STATE_TESSELLATION_DOMAIN_ORIGIN_EXT;
// All state is only tied to VK_SHADER_STAGE_VERTEX_BIT
const CBDynamicFlags kVertexDynamicState =
CBDynamicFlags(1) << CB_DYNAMIC_STATE_PRIMITIVE_TOPOLOGY | CBDynamicFlags(1) << CB_DYNAMIC_STATE_VERTEX_INPUT_BINDING_STRIDE |
CBDynamicFlags(1) << CB_DYNAMIC_STATE_PRIMITIVE_RESTART_ENABLE | CBDynamicFlags(1) << CB_DYNAMIC_STATE_VERTEX_INPUT_EXT |
CBDynamicFlags(1) << CB_DYNAMIC_STATE_PROVOKING_VERTEX_MODE_EXT |
CBDynamicFlags(1) << CB_DYNAMIC_STATE_LINE_RASTERIZATION_MODE_EXT |
CBDynamicFlags(1) << CB_DYNAMIC_STATE_LINE_STIPPLE_ENABLE_EXT;
// NOLINTEND
|