[VK_PRIMITIVE_TOPOLOGY_PATCH] = _3DPRIM_PATCHLIST_1
};
+static void
+anv_pipeline_init_dynamic_state(struct anv_pipeline *pipeline,
+ const VkGraphicsPipelineCreateInfo *pCreateInfo)
+{
+ pipeline->dynamic_state_mask = 0;
+
+ if (pCreateInfo->pDynamicState == NULL)
+ return;
+
+ uint32_t count = pCreateInfo->pDynamicState->dynamicStateCount;
+ struct anv_dynamic_state *dynamic = &pipeline->dynamic_state;
+
+ for (uint32_t s = 0; s < count; s++) {
+ VkDynamicState state = pCreateInfo->pDynamicState->pDynamicStates[s];
+
+ assert(state < 32);
+ pipeline->dynamic_state_mask |= (1u << state);
+
+ switch (state) {
+ case VK_DYNAMIC_STATE_VIEWPORT:
+ assert(pCreateInfo->pViewportState);
+ dynamic->viewport.count = pCreateInfo->pViewportState->viewportCount;
+ typed_memcpy(dynamic->viewport.viewports,
+ pCreateInfo->pViewportState->pViewports,
+ pCreateInfo->pViewportState->viewportCount);
+ break;
+
+ case VK_DYNAMIC_STATE_SCISSOR:
+ assert(pCreateInfo->pViewportState);
+ dynamic->scissor.count = pCreateInfo->pViewportState->scissorCount;
+ typed_memcpy(dynamic->scissor.scissors,
+ pCreateInfo->pViewportState->pScissors,
+ pCreateInfo->pViewportState->scissorCount);
+ break;
+
+ case VK_DYNAMIC_STATE_LINE_WIDTH:
+ assert(pCreateInfo->pRasterState);
+ dynamic->line_width = pCreateInfo->pRasterState->lineWidth;
+ break;
+
+ case VK_DYNAMIC_STATE_DEPTH_BIAS:
+ assert(pCreateInfo->pRasterState);
+ dynamic->depth_bias.bias = pCreateInfo->pRasterState->depthBias;
+ dynamic->depth_bias.clamp = pCreateInfo->pRasterState->depthBiasClamp;
+ dynamic->depth_bias.slope_scaled =
+ pCreateInfo->pRasterState->slopeScaledDepthBias;
+ break;
+
+ case VK_DYNAMIC_STATE_BLEND_CONSTANTS:
+ assert(pCreateInfo->pColorBlendState);
+ typed_memcpy(dynamic->blend_constants,
+ pCreateInfo->pColorBlendState->blendConst, 4);
+ break;
+
+ case VK_DYNAMIC_STATE_DEPTH_BOUNDS:
+ assert(pCreateInfo->pDepthStencilState);
+ dynamic->depth_bounds.min =
+ pCreateInfo->pDepthStencilState->minDepthBounds;
+ dynamic->depth_bounds.max =
+ pCreateInfo->pDepthStencilState->maxDepthBounds;
+ break;
+
+ case VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK:
+ assert(pCreateInfo->pDepthStencilState);
+ dynamic->stencil_compare_mask.front =
+ pCreateInfo->pDepthStencilState->front.stencilCompareMask;
+ dynamic->stencil_compare_mask.back =
+ pCreateInfo->pDepthStencilState->back.stencilCompareMask;
+ break;
+
+ case VK_DYNAMIC_STATE_STENCIL_WRITE_MASK:
+ assert(pCreateInfo->pDepthStencilState);
+ dynamic->stencil_write_mask.front =
+ pCreateInfo->pDepthStencilState->front.stencilWriteMask;
+ dynamic->stencil_write_mask.back =
+ pCreateInfo->pDepthStencilState->back.stencilWriteMask;
+ break;
+
+ case VK_DYNAMIC_STATE_STENCIL_REFERENCE:
+ assert(pCreateInfo->pDepthStencilState);
+ dynamic->stencil_reference.front =
+ pCreateInfo->pDepthStencilState->front.stencilReference;
+ dynamic->stencil_reference.back =
+ pCreateInfo->pDepthStencilState->back.stencilReference;
+ break;
+
+ default:
+ assert(!"Invalid dynamic state");
+ }
+ }
+}
+
VkResult
anv_pipeline_init(struct anv_pipeline *pipeline, struct anv_device *device,
const VkGraphicsPipelineCreateInfo *pCreateInfo,
anv_shader_from_handle(pCreateInfo->pStages[i].shader);
}
+ anv_pipeline_init_dynamic_state(pipeline, pCreateInfo);
+
if (pCreateInfo->pTessellationState)
anv_finishme("VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO");
if (pCreateInfo->pViewportState)