VkPipeline pipeline = zink_create_gfx_pipeline(screen->dev,
gfx_program,
&ctx->gfx_pipeline_state,
- ctx->render_pass->render_pass);
+ ctx->render_pass);
bool depth_bias = false;
switch (u_reduced_prim(dinfo->mode)) {
#include "zink_compiler.h"
#include "zink_context.h"
#include "zink_program.h"
+#include "zink_render_pass.h"
#include "zink_screen.h"
#include "zink_state.h"
VkPipeline
zink_create_gfx_pipeline(VkDevice dev, struct zink_gfx_program *prog,
struct zink_gfx_pipeline_state *state,
- VkRenderPass render_pass)
+ struct zink_render_pass *rp)
{
VkPipelineVertexInputStateCreateInfo vertex_input_state = {};
vertex_input_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
pci.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pci.flags = VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT;
pci.layout = prog->layout;
- pci.renderPass = render_pass;
+ pci.renderPass = rp->render_pass;
pci.pVertexInputState = &vertex_input_state;
pci.pInputAssemblyState = &primitive_state;
pci.pRasterizationState = &rast_state;
struct zink_depth_stencil_alpha_state;
struct zink_gfx_program;
struct zink_rasterizer_state;
-struct zink_shader;
+struct zink_render_pass;
struct zink_vertex_elements_state;
struct zink_gfx_pipeline_state {
VkPipeline
zink_create_gfx_pipeline(VkDevice dev, struct zink_gfx_program *prog,
struct zink_gfx_pipeline_state *state,
- VkRenderPass render_pass);
+ struct zink_render_pass *rp);
#endif