Graphics state — The Mesa 3D Graphics Library latest documentation

# Graphics state

The Mesa Vulkan runtime provides helpers for managing the numerous pieces of graphics state associated with a `VkPipeline` or set dynamically on a command buffer. No such helpers are provided for compute or ray-tracing because they have little or no state besides the shaders themselves.

## Pipeline state

All (possibly dynamic) Vulkan graphics pipeline state is encapsulated into a single `vk_graphics_pipeline_state` structure which contains pointers to sub-structures for each of the different state categories. Unlike `VkGraphicsPipelineCreateInfo`, the pointers in `vk_graphics_pipeline_state` are guaranteed to be either be NULL or point to valid and properly populated memory.

When creating a pipeline, the `vk_graphics_pipeline_state_fill()` function can be used to gather all of the state from the core structures as well as various `pNext` chains into a single state structure. Whenever an extension struct is missing, a reasonable default value is provided whenever possible.

`vk_graphics_pipeline_state_fill()` automatically handles both the render pass and dynamic rendering. For drivers which use `vk_render_pass`, the `vk_render_pass_state` structure will be populated as if for dynamic rendering, regardless of which path is used. Drivers which use their own render pass structure should parse the render pass, if available, and pass a `vk_render_pass_state` to the `driver_rp` argument of `vk_graphics_pipeline_state_fill()` with the relevant information from the specified subpass. If a render pass is available, `vk_render_pass_state` will be populated with the the information from the `driver_rp`. If dynamic rendering is used or the driver provides a `NULL` `driver_rp`, the `vk_render_pass_state` structure will be populated for dynamic rendering, including color, depth, and stencil attachment formats.

The usual flow for creating a full graphics pipeline (not library) looks like this:

    struct vk_graphics_pipeline_state state = { };
    struct vk_graphics_pipeline_all_state all;
    vk_graphics_pipeline_state_fill(&device->vk, &state, pCreateInfo,
                                    NULL, &all, NULL, 0, NULL);

    /* Emit stuff using the state in `state` */

The `vk_graphics_pipeline_all_state` structure exists to allow the state to sit on the stack instead of requiring a heap allocation. This is useful if you intend to use the state right away and don’t need to store it. For pipeline libraries, it’s likely more useful to use the dynamically allocated version and store the dynamically allocated memory in the library pipeline.

    /* Assuming we have a vk_graphics_pipeline_state in pipeline */
    memset(&pipeline->state, 0, sizeof(pipeline->state));

    for (uint32_t i = 0; i < lib_info->libraryCount; i++) {
       VK_FROM_HANDLE(drv_graphics_pipeline_library, lib, lib_info->pLibraries[i]);
       vk_graphics_pipeline_state_merge(&pipeline->state, &lib->state);
    }

    /* This assumes you have a void **state_mem in pipeline */
    result = vk_graphics_pipeline_state_fill(&device->vk, &pipeline->state,
                                             pCreateInfo, NULL, NULL, pAllocator,
                                             VK_SYSTEM_ALLOCATION_SCOPE_OBJECT,
                                             &pipeline->state_mem);
    if (result != VK_SUCCESS)
       return result;

State from dependent libraries can be merged together using `vk_graphics_pipeline_state_merge()`. `vk_graphics_pipeline_state_fill()` will then only attempt to populate missing fields. You can also merge dependent pipeline libraries together but store the final state on the stack for immediate consumption:

    struct vk_graphics_pipeline_state state = { };

    for (uint32_t i = 0; i < lib_info->libraryCount; i++) {
       VK_FROM_HANDLE(drv_graphics_pipeline_library, lib, lib_info->pLibraries[i]);
       vk_graphics_pipeline_state_merge(&state, &lib->state);
    }

    struct vk_graphics_pipeline_all_state all;
    vk_graphics_pipeline_state_fill(&device->vk, &state, pCreateInfo,
                                    NULL, &all, NULL, 0, NULL);

VkResult vk_graphics_pipeline_state_fill(const struct vk_device *device, struct vk_graphics_pipeline_state *state, const VkGraphicsPipelineCreateInfo *info, const struct vk_render_pass_state *driver_rp, VkPipelineCreateFlags2KHR driver_rp_flags, struct vk_graphics_pipeline_all_state *all, const VkAllocationCallbacks *alloc, VkSystemAllocationScope scope, void **alloc_ptr_out)

  Populate a vk_graphics_pipeline_state from VkGraphicsPipelineCreateInfo

  This function crawls the provided VkGraphicsPipelineCreateInfo and uses it to populate the vk_graphics_pipeline_state. Upon returning from this function, all pointers in state will either be NULL or point to a valid sub-state structure. Whenever an extension struct is missing, a reasonable default value is provided whenever possible. Some states may be left NULL if the state does not exist (such as when rasterizer discard is enabled) or if all of the corresponding states are dynamic.

  This function assumes that the vk_graphics_pipeline_state is already valid (i.e., all pointers are NULL or point to valid states). Any states already present are assumed to be identical to how we would populate them from VkGraphicsPipelineCreateInfo.

  This function can operate in one of two modes with respect to how the memory for states is allocated. If a vk_graphics_pipeline_all_state struct is provided, any newly populated states will point to the relevant field in all. If all == NULL, it attempts to dynamically allocate any newly required states using the provided allocator and scope. The pointer to this new blob of memory is returned via alloc_ptr_out and must eventually be freed by the driver.

  Parameters:

    - device – [in] The Vulkan device

    - state – [out] The graphics pipeline state to populate

    - info – [in] The pCreateInfo from vkCreateGraphicsPipelines

    - driver_rp – [in] Renderpass state if the driver implements render passes itself. This should be NULL for drivers that use the common render pass infrastructure built on top of dynamic rendering.

    - driver_rp_flags – [in] Pipeline create flags implied by the renderpass or subpass if the driver implements render passes itself. This is only used if driver_rp is non-NULL.

    - all – [in] The vk_graphics_pipeline_all_state to use to back any newly needed states. If NULL, newly needed states will be dynamically allocated instead.

    - alloc – [in] Allocation callbacks for dynamically allocating new state memory.

    - scope – [in] Allocation scope for dynamically allocating new state memory.

    - alloc_ptr_out – [out] Will be populated with a pointer to any newly allocated state. The driver is responsible for freeing this pointer.

void vk_graphics_pipeline_state_merge(struct vk_graphics_pipeline_state *dst, const struct vk_graphics_pipeline_state *src)

  Merge one vk_graphics_pipeline_state into another

  Both the destination and source states are assumed to be valid (i.e., all pointers are NULL or point to valid states). Any states which exist in both are expected to be identical and the state already in dst is used. The only exception here is render pass state which may be only partially defined in which case the fully defined one (if any) is used.

  Parameters:

    - dst – [out] The destination state. When the function returns, this will be the union of the original dst and src.

    - src – [in] The source state

## Dynamic state

All dynamic states in Vulkan, regardless of which API version or extension introduced them, are represented by the `mesa_vk_dynamic_graphics_state` enum. This corresponds to the `VkDynamicState` enum in the Vulkan API only it’s compact (has no holes due to extension namespacing) and a bit better organized. Each enumerant is named with the name of the state group to which the dynamic state belongs as well as the name of the dynamic state itself. The fact that it’s compact allows us to use to index bitsets.

void vk_get_dynamic_graphics_states(unsigned int *dynamic, const VkPipelineDynamicStateCreateInfo *info)

  Populate a bitset with dynamic states

  This function maps a VkPipelineDynamicStateCreateInfo to a bitset indexed by mesa_vk_dynamic_graphics_state enumerants.

  Parameters:

    - dynamic – [out] Bitset to populate

    - info – [in] VkPipelineDynamicStateCreateInfo or NULL

We also provide a `vk_dynamic_graphics_state` structure which contains all the dynamic graphics states, regardless of which API version or extension introduced them. This structure can be populated from a `vk_graphics_pipeline_state` via `vk_dynamic_graphics_state_init()`.

void vk_dynamic_graphics_state_init(struct vk_dynamic_graphics_state *dyn)

  Initialize a vk_dynamic_graphics_state with defaults

  Parameters:

    - dyn – [out] Dynamic graphics state to initialize

void vk_dynamic_graphics_state_copy(struct vk_dynamic_graphics_state *dst, const struct vk_dynamic_graphics_state *src)

  Copies all set state from src to dst

  Both src and dst are assumed to be properly initialized dynamic state structs. Anything not set in src, as indicated by src->set, is ignored and those bits of dst are left untouched.

  Parameters:

    - dst – [out] Copy destination

    - src – [in] Copy source

There is also a `vk_dynamic_graphics_state` embedded in `vk_command_buffer`. Should you choose to use them, we provide common implementations for all `vkCmdSet*()` functions. Two additional functions are provided for the driver to call in `CmdBindPipeline()` and `CmdBindVertexBuffers2()`:

void vk_cmd_set_dynamic_graphics_state(struct vk_command_buffer *cmd, const struct vk_dynamic_graphics_state *src)

  Set all of the state in src on a command buffer

  Anything not set, as indicated by src->set, is ignored and those states in the command buffer are left untouched.

  Parameters:

    - cmd – [inout] Command buffer to update

    - src – [in] State to set

void vk_cmd_set_vertex_binding_strides(struct vk_command_buffer *cmd, uint32_t first_binding, uint32_t binding_count, const VkDeviceSize *strides)

  Set vertex binding strides on a command buffer

  This is the dynamic state part of vkCmdBindVertexBuffers2().

  Parameters:

    - cmd – [inout] Command buffer to update

    - first_binding – [in] First binding to update

    - binding_count – [in] Number of bindings to update

    - strides – [in] binding_count many stride values to set

To use the dynamic state framework, you will need the following in your pipeline structure:

    struct drv_graphics_pipeline {
       ....
       struct vk_vertex_input_state vi_state;
       struct vk_sample_locations_state sl_state;
       struct vk_dynamic_graphics_state dynamic;
       ...
    };

Then, in your pipeline create function,

    memset(&pipeline->dynamic, 0, sizeof(pipeline->dynamic));
    pipeline->dynamic->vi = &pipeline->vi_state;
    pipeline->dynamic->ms.sample_locations = &pipeline->sl_state;
    vk_dynamic_graphics_state_init(&pipeline->dynamic, &state);

In your implementation of `vkCmdBindPipeline()`,

    vk_cmd_set_dynamic_graphics_state(&cmd->vk, &pipeline->dynamic_state);

And, finally, at `vkCmdDraw*()` time, the code to emit dynamic state into your hardware command buffer will look something like this:

    static void
    emit_dynamic_state(struct drv_cmd_buffer *cmd)
    {
       struct vk_dynamic_graphics_state *dyn = &cmd->vk.dynamic_graphics_state;

       if (!vk_dynamic_graphics_state_any_dirty(dyn))
          return;

       if (BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_VP_VIEWPORTS) |
           BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_VP_VIEWPORT_COUNT)) {
          /* Re-emit viewports */
       }

       if (BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_VP_SCISSORS) |
           BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_VP_SCISSOR_COUNT)) {
          /* Re-emit scissors */
       }

       /* etc... */

       vk_dynamic_graphics_state_clear_dirty(dyn);
    }

Any states used by the currently bound pipeline and attachments are always valid in `vk_command_buffer::dynamic_graphics_state` so you can always use a state even if it isn’t dirty on this particular draw.

static inline void vk_dynamic_graphics_state_dirty_all(struct vk_dynamic_graphics_state *d)

  Mark all states in the given vk_dynamic_graphics_state dirty

  Parameters:

    - d – [out] Dynamic graphics state struct

static inline void vk_dynamic_graphics_state_clear_dirty(struct vk_dynamic_graphics_state *d)

  Mark all states in the given vk_dynamic_graphics_state not dirty

  Parameters:

    - d – [out] Dynamic graphics state struct

static inline bool vk_dynamic_graphics_state_any_dirty(const struct vk_dynamic_graphics_state *d)

  Test if any states in the given vk_dynamic_graphics_state are dirty

  Parameters:

    - d – [in] Dynamic graphics state struct to test

  Returns:

    true if any state is dirty

## Depth stencil state optimization

void vk_optimize_depth_stencil_state(struct vk_depth_stencil_state *ds, VkImageAspectFlags ds_aspects, bool consider_write_mask)

  Optimize a depth/stencil state

  The way depth and stencil testing is specified, there are many case where, regardless of depth/stencil writes being enabled, nothing actually gets written due to some other bit of state being set. In the presence of discards, it’s fairly easy to get into cases where early depth/stencil testing is disabled on some hardware, leading to a fairly big performance hit. This function attempts to optimize the depth stencil state and disable writes and sometimes even testing whenever possible.

  Parameters:

    - ds – [inout] The depth stencil state to optimize

    - ds_aspects – [in] Which image aspects are present in the render pass.

    - consider_write_mask – [in] If true, the write mask will be taken into account when optimizing. If false, it will be ignored.

## Reference

struct vk_graphics_pipeline_state
  unsigned int dynamic[2]

    Bitset of which states are dynamic

  VkPipelineCreateFlags2KHR pipeline_flags

    Flags from VkGraphicsPipelineCreateInfo::flags that are considered part of a stage and need to be merged when linking libraries.

    For drivers which use vk_render_pass, this will also include flags generated based on subpass self-dependencies and fragment density map.

  const struct vk_vertex_input_state *vi

    Vertex input state

  const struct vk_input_assembly_state *ia

    Input assembly state

  const struct vk_tessellation_state *ts

    Tessellation state

  const struct vk_viewport_state *vp

    Viewport state

  const struct vk_discard_rectangles_state *dr

    Discard Rectangles state

  const struct vk_rasterization_state *rs

    Rasterization state

  const struct vk_fragment_shading_rate_state *fsr

    Fragment shading rate state

  const struct vk_multisample_state *ms

    Multisample state

  const struct vk_depth_stencil_state *ds

    Depth stencil state

  const struct vk_color_blend_state *cb

    Color blend state

  const struct vk_input_attachment_location_state *ial

    Input attachment mapping state

  const struct vk_color_attachment_location_state *cal

    Color attachment mapping state

  const struct vk_render_pass_state *rp

    Render pass state

struct vk_vertex_binding_state
  uint16_t stride

    VkVertexInputBindingDescription::stride

  uint16_t input_rate

    VkVertexInputBindingDescription::inputRate

  uint32_t divisor

    VkVertexInputBindingDivisorDescriptionKHR::divisor or 1

struct vk_vertex_attribute_state
  uint32_t binding

    VkVertexInputAttributeDescription::binding

  VkFormat format

    VkVertexInputAttributeDescription::format

  uint32_t offset

    VkVertexInputAttributeDescription::offset

struct vk_vertex_input_state
  uint32_t bindings_valid

    Bitset of which bindings are valid, indexed by binding

  uint32_t attributes_valid

    Bitset of which attributes are valid, indexed by location

struct vk_input_assembly_state
  uint8_t primitive_topology

    VkPipelineInputAssemblyStateCreateInfo::topology

    MESA_VK_DYNAMIC_GRAPHICS_STATE_IA_PRIMITIVE_TOPOLOGY

  bool primitive_restart_enable

    VkPipelineInputAssemblyStateCreateInfo::primitiveRestartEnable

    MESA_VK_DYNAMIC_GRAPHICS_STATE_IA_PRIMITIVE_RESTART_ENABLE

struct vk_tessellation_state
  uint8_t patch_control_points

    VkPipelineTessellationStateCreateInfo::patchControlPoints

    MESA_VK_DYNAMIC_TS_PATCH_CONTROL_POINTS

  uint8_t domain_origin

    VkPipelineTessellationDomainOriginStateCreateInfo::domainOrigin

    MESA_VK_DYNAMIC_TS_DOMAIN_ORIGIN

struct vk_viewport_state
  bool depth_clip_negative_one_to_one

    VkPipelineViewportDepthClipControlCreateInfoEXT::negativeOneToOne

  VkDepthClampModeEXT depth_clamp_mode

    VkPipelineViewportDepthClampControlCreateInfoEXT::depthClampMode

    MESA_VK_DYNAMIC_GRAPHICS_STATE_VP_DEPTH_CLAMP_RANGE

  VkDepthClampRangeEXT depth_clamp_range

    VkPipelineViewportDepthClampControlCreateInfoEXT::pDepthClampRange

    MESA_VK_DYNAMIC_GRAPHICS_STATE_VP_DEPTH_CLAMP_RANGE

  uint8_t viewport_count

    VkPipelineViewportStateCreateInfo::viewportCount

    MESA_VK_DYNAMIC_GRAPHICS_STATE_VP_VIEWPORT_COUNT

  uint8_t scissor_count

    VkPipelineViewportStateCreateInfo::scissorCount

    MESA_VK_DYNAMIC_GRAPHICS_STATE_VP_SCISSOR_COUNT

  VkViewport viewports[MESA_VK_MAX_VIEWPORTS]

    VkPipelineViewportStateCreateInfo::pViewports

    MESA_VK_DYNAMIC_GRAPHICS_STATE_VP_VIEWPORTS

  VkRect2D scissors[MESA_VK_MAX_SCISSORS]

    VkPipelineViewportStateCreateInfo::pScissors

    MESA_VK_DYNAMIC_GRAPHICS_STATE_VP_SCISSORS

struct vk_discard_rectangles_state
  VkDiscardRectangleModeEXT mode

    VkPipelineDiscardRectangleStateCreateInfoEXT::discardRectangleMode

  uint32_t rectangle_count

    VkPipelineDiscardRectangleStateCreateInfoEXT::discardRectangleCount

  VkRect2D rectangles[MESA_VK_MAX_DISCARD_RECTANGLES]

    VkPipelineDiscardRectangleStateCreateInfoEXT::pDiscardRectangles

struct vk_rasterization_state
  bool rasterizer_discard_enable

    VkPipelineRasterizationStateCreateInfo::rasterizerDiscardEnable

    This will be false if rasterizer discard is dynamic

    MESA_VK_DYNAMIC_RS_RASTERIZER_DISCARD_ENABLE

  bool depth_clamp_enable

    VkPipelineRasterizationStateCreateInfo::depthClampEnable

    MESA_VK_DYNAMIC_RS_DEPTH_CLAMP_ENABLE

  enum vk_mesa_depth_clip_enable depth_clip_enable

    VkPipelineRasterizationDepthClipStateCreateInfoEXT::depthClipEnable

    MESA_VK_DYNAMIC_RS_DEPTH_CLIP_ENABLE

  VkPolygonMode polygon_mode

    VkPipelineRasterizationStateCreateInfo::polygonMode

    MESA_VK_DYNAMIC_RS_POLYGON_MODE_ENABLEDEPTH_CLIP_ENABLE

  VkCullModeFlags cull_mode

    VkPipelineRasterizationStateCreateInfo::cullMode

    MESA_VK_DYNAMIC_RS_CULL_MODE

  VkFrontFace front_face

    VkPipelineRasterizationStateCreateInfo::frontFace

    MESA_VK_DYNAMIC_RS_FRONT_FACE

  VkConservativeRasterizationModeEXT conservative_mode

    VkPipelineRasterizationConservativeStateCreateInfoEXT::conservativeRasterizationMode

    MESA_VK_DYNAMIC_RS_CONSERVATIVE_MODE

  float extra_primitive_overestimation_size

    VkPipelineRasterizationConservativeStateCreateInfoEXT::extraPrimitiveOverestimationSize

    MESA_VK_DYNAMIC_RS_EXTRA_PRIMITIVE_OVERESTIMATION_SIZE

  VkRasterizationOrderAMD rasterization_order_amd

    VkPipelineRasterizationStateRasterizationOrderAMD::rasterizationOrder

  VkProvokingVertexModeEXT provoking_vertex

    VkPipelineRasterizationProvokingVertexStateCreateInfoEXT::provokingVertexMode

    MESA_VK_DYNAMIC_RS_PROVOKING_VERTEX

  uint32_t rasterization_stream

    VkPipelineRasterizationStateStreamCreateInfoEXT::rasterizationStream

    MESA_VK_DYNAMIC_RS_RASTERIZATION_STREAM

struct vk_fragment_shading_rate_state
  VkExtent2D fragment_size

    VkPipelineFragmentShadingRateStateCreateInfoKHR::fragmentSize

    MESA_VK_DYNAMIC_GRAPHICS_STATE_FSR

  VkFragmentShadingRateCombinerOpKHR combiner_ops[2]

    VkPipelineFragmentShadingRateStateCreateInfoKHR::combinerOps

    MESA_VK_DYNAMIC_GRAPHICS_STATE_FSR

struct vk_sample_locations_state
  VkSampleCountFlagBits per_pixel

    VkSampleLocationsInfoEXT::sampleLocationsPerPixel

  VkExtent2D grid_size

    VkSampleLocationsInfoEXT::sampleLocationGridSize

  VkSampleLocationEXT locations[MESA_VK_MAX_SAMPLE_LOCATIONS]

    VkSampleLocationsInfoEXT::sampleLocations

struct vk_multisample_state
  VkSampleCountFlagBits rasterization_samples

    VkPipelineMultisampleStateCreateInfo::rasterizationSamples

  bool sample_shading_enable

    VkPipelineMultisampleStateCreateInfo::sampleShadingEnable

  float min_sample_shading

    VkPipelineMultisampleStateCreateInfo::minSampleShading

  uint16_t sample_mask

    VkPipelineMultisampleStateCreateInfo::pSampleMask

  bool alpha_to_coverage_enable

    VkPipelineMultisampleStateCreateInfo::alphaToCoverageEnable

  bool alpha_to_one_enable

    VkPipelineMultisampleStateCreateInfo::alphaToOneEnable

  bool sample_locations_enable

    VkPipelineSampleLocationsStateCreateInfoEXT::sampleLocationsEnable

    This will be true if sample locations enable dynamic.

  const struct vk_sample_locations_state *sample_locations

    VkPipelineSampleLocationsStateCreateInfoEXT::sampleLocationsInfo

    May be NULL for dynamic sample locations.

struct vk_stencil_test_face_state

  Represents the stencil test state for a face

  uint8_t compare_mask

    VkStencilOpState::compareMask

    MESA_VK_DYNAMIC_GRAPHICS_STATE_DS_STENCIL_COMPARE_MASK

  uint8_t write_mask

    VkStencilOpState::writeMask

    MESA_VK_DYNAMIC_GRAPHICS_STATE_DS_STENCIL_WRITE_MASK

  uint8_t reference

    VkStencilOpState::reference

    MESA_VK_DYNAMIC_GRAPHICS_STATE_DS_STENCIL_REFERENCE

struct vk_depth_stencil_state

struct vk_color_blend_state
  bool logic_op_enable

    VkPipelineColorBlendStateCreateInfo::logicOpEnable

    MESA_VK_DYNAMIC_CB_LOGIC_OP_ENABLE,

  uint8_t logic_op

    VkPipelineColorBlendStateCreateInfo::logicOp

    MESA_VK_DYNAMIC_GRAPHICS_STATE_CB_LOGIC_OP,

  uint8_t attachment_count

    VkPipelineColorBlendStateCreateInfo::attachmentCount

    MESA_VK_DYNAMIC_GRAPHICS_STATE_CB_ATTACHMENT_COUNT,

  uint8_t color_write_enables

    VkPipelineColorWriteCreateInfoEXT::pColorWriteEnables

    Bitmask of color write enables, indexed by color attachment index.

    MESA_VK_DYNAMIC_GRAPHICS_STATE_CB_COLOR_WRITE_ENABLES,

  struct vk_color_blend_attachment_state attachments[MESA_VK_MAX_COLOR_ATTACHMENTS]

    VkPipelineColorBlendStateCreateInfo::pAttachments

  float blend_constants[4]

    VkPipelineColorBlendStateCreateInfo::blendConstants

    MESA_VK_DYNAMIC_GRAPHICS_STATE_CB_BLEND_CONSTANTS,

struct vk_render_pass_state
  enum vk_rp_attachment_flags attachments

    Set of image aspects bound as color/depth/stencil attachments

    Set to MESA_VK_RP_ATTACHMENT_INFO_INVALID to indicate that attachment info is invalid.

  uint32_t view_mask

    VkPipelineRenderingCreateInfo::viewMask

  uint8_t color_attachment_count

    VkPipelineRenderingCreateInfo::colorAttachmentCount

  VkFormat color_attachment_formats[MESA_VK_MAX_COLOR_ATTACHMENTS]

    VkPipelineRenderingCreateInfo::pColorAttachmentFormats

  VkFormat depth_attachment_format

    VkPipelineRenderingCreateInfo::depthAttachmentFormat

  VkFormat stencil_attachment_format

    VkPipelineRenderingCreateInfo::stencilAttachmentFormat

  uint8_t color_attachment_samples[MESA_VK_MAX_COLOR_ATTACHMENTS]

    VkAttachmentSampleCountInfoAMD::pColorAttachmentSamples

  uint8_t depth_stencil_attachment_samples

    VkAttachmentSampleCountInfoAMD::depthStencilAttachmentSamples

  bool custom_resolve

    VkCustomResolveCreateInfoEXT::customResolve

enum mesa_vk_dynamic_graphics_state

  Enumeration of all Vulkan dynamic graphics states

  Enumerants are named with both the abbreviation of the state group to which the state belongs as well as the name of the state itself. These are intended to pretty closely match the VkDynamicState enum but may not match perfectly all the time.

struct vk_dynamic_graphics_state

  Struct representing all dynamic graphics state

  Before invoking any core functions, the driver must properly populate initialize this struct:

  > - Initialize using vk_default_dynamic_graphics_state, if desired

  > - Set vi to a driver-allocated vk_vertex_input_state struct

  > - Set ms.sample_locations to a driver-allocated vk_sample_locations_state struct

  struct vk_vertex_input_state *vi

    Vertex input state

    Must be provided by the driver if VK_EXT_vertex_input_dynamic_state is supported.

    MESA_VK_DYNAMIC_GRAPHICS_STATE_VI

  uint16_t vi_binding_strides[MESA_VK_MAX_VERTEX_BINDINGS]

    Vertex binding strides

    MESA_VK_DYNAMIC_GRAPHICS_STATE_VI_BINDING_STRIDES

  struct vk_input_assembly_state ia

    Input assembly state

  struct vk_tessellation_state ts

    Tessellation state

  struct vk_viewport_state vp

    Viewport state

  struct [anonymous]

    Discard rectangles state

    bool enable

      Custom enable

      MESA_VK_DYNAMIC_DR_ENABLE

    VkDiscardRectangleModeEXT mode

      Mode

      MESA_VK_DYNAMIC_DR_MODE

    VkRect2D rectangles[MESA_VK_MAX_DISCARD_RECTANGLES]

      Rectangles

      MESA_VK_DYNAMIC_DR_RECTANGLES

    uint32_t rectangle_count

      Number of rectangles

      MESA_VK_DYNAMIC_GRAPHICS_STATE_DR_RECTANGLES

  struct vk_rasterization_state rs

    Rasterization state

  struct [anonymous]

    Multisample state

    VkSampleCountFlagBits rasterization_samples

      Rasterization samples

      MESA_VK_DYNAMIC_MS_RASTERIZATION_SAMPLES

    uint16_t sample_mask

      Sample mask

      MESA_VK_DYNAMIC_MS_SAMPLE_MASK

    bool alpha_to_coverage_enable

      Alpha to coverage enable

      MESA_VK_DYNAMIC_MS_ALPHA_TO_CONVERAGE_ENABLE

    bool alpha_to_one_enable

      Alpha to one enable

      MESA_VK_DYNAMIC_MS_ALPHA_TO_ONE_ENABLE

    bool sample_locations_enable

      Custom sample locations enable

      MESA_VK_DYNAMIC_MS_SAMPLE_LOCATIONS_ENABLE

    struct vk_sample_locations_state *sample_locations

      Sample locations

      Must be provided by the driver if VK_EXT_sample_locations is supported.

      MESA_VK_DYNAMIC_MS_SAMPLE_LOCATIONS

  struct vk_depth_stencil_state ds

    Depth stencil state

  struct vk_color_blend_state cb

    Color blend state

  VkImageAspectFlags feedback_loops

    MESA_VK_DYNAMIC_ATTACHMENT_FEEDBACK_LOOP_ENABLE

  struct vk_input_attachment_location_state ial

    MESA_VK_DYNAMIC_INPUT_ATTACHMENT_MAP

  struct vk_color_attachment_location_state cal

    MESA_VK_DYNAMIC_COLOR_ATTACHMENT_MAP

  unsigned int set[2]

    For pipelines, which bits of dynamic state are set

  unsigned int dirty[2]

    For command buffers, which bits of dynamic state have changed