render/vulkan/pipeline_key: Add blending

This will become necessary when we switch away from scissoring. For the
time being, this cleans things up a bit and allows for a trivial
blending implementation for textures when that comes.
This commit is contained in:
Alexander Orzechowski 2023-06-05 16:01:21 -04:00
parent 9d31372930
commit 3623005858
2 changed files with 6 additions and 1 deletions

View file

@ -150,6 +150,7 @@ enum wlr_vk_shader_source {
struct wlr_vk_pipeline_key {
enum wlr_vk_shader_source source;
struct wlr_vk_pipeline_layout *layout;
enum wlr_render_blend_mode blend_mode;
// only used if source is texture
enum wlr_vk_texture_transform texture_transform;

View file

@ -2100,6 +2100,10 @@ static bool pipeline_key_equals(const struct wlr_vk_pipeline_key *a,
return false;
}
if (a->blend_mode != b->blend_mode) {
return false;
}
if (a->source != b->source) {
return false;
}
@ -2194,7 +2198,7 @@ struct wlr_vk_pipeline *setup_get_or_create_pipeline(
};
VkPipelineColorBlendAttachmentState blend_attachment = {
.blendEnable = true,
.blendEnable = key->blend_mode == WLR_RENDER_BLEND_MODE_PREMULTIPLIED,
// we generally work with pre-multiplied alpha
.srcColorBlendFactor = VK_BLEND_FACTOR_ONE,
.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,