render/vulkan: fix VkPipelineLayout when texturing NV12

The default pipeline layout was always passed. However, for NV12 we
need to pass a different one.
master
Simon Ser 2 years ago
parent fc3ad784e0
commit 091aa5582a

@ -1405,9 +1405,11 @@ static bool vulkan_render_subtexture_with_matrix(struct wlr_renderer *wlr_render
wl_list_insert(&renderer->foreign_textures, &texture->foreign_link); wl_list_insert(&renderer->foreign_textures, &texture->foreign_link);
} }
VkPipelineLayout pipe_layout = renderer->pipe_layout;
VkPipeline pipe; VkPipeline pipe;
// SRGB formats already have the transfer function applied // SRGB formats already have the transfer function applied
if (texture->format->drm == DRM_FORMAT_NV12) { if (texture->format->drm == DRM_FORMAT_NV12) {
pipe_layout = renderer->nv12_pipe_layout;
pipe = renderer->current_render_buffer->render_setup->tex_nv12_pipe; pipe = renderer->current_render_buffer->render_setup->tex_nv12_pipe;
} else if (texture->format->is_srgb) { } else if (texture->format->is_srgb) {
pipe = renderer->current_render_buffer->render_setup->tex_identity_pipe; pipe = renderer->current_render_buffer->render_setup->tex_identity_pipe;
@ -1421,7 +1423,7 @@ static bool vulkan_render_subtexture_with_matrix(struct wlr_renderer *wlr_render
} }
vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS,
renderer->pipe_layout, 0, 1, &texture->ds, 0, NULL); pipe_layout, 0, 1, &texture->ds, 0, NULL);
float final_matrix[9]; float final_matrix[9];
wlr_matrix_multiply(final_matrix, renderer->projection, matrix); wlr_matrix_multiply(final_matrix, renderer->projection, matrix);
@ -1434,9 +1436,9 @@ static bool vulkan_render_subtexture_with_matrix(struct wlr_renderer *wlr_render
vert_pcr_data.uv_size[0] = box->width / wlr_texture->width; vert_pcr_data.uv_size[0] = box->width / wlr_texture->width;
vert_pcr_data.uv_size[1] = box->height / wlr_texture->height; vert_pcr_data.uv_size[1] = box->height / wlr_texture->height;
vkCmdPushConstants(cb, renderer->pipe_layout, vkCmdPushConstants(cb, pipe_layout,
VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data); VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data);
vkCmdPushConstants(cb, renderer->pipe_layout, vkCmdPushConstants(cb, pipe_layout,
VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data), sizeof(float), VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data), sizeof(float),
&alpha); &alpha);
vkCmdDraw(cb, 4, 1, 0, 0); vkCmdDraw(cb, 4, 1, 0, 0);

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