render/vulkan: introduce struct wlr_vk_pipeline_layout

This will make it easier to create one pipeline layout (plus related
objects) per YCbCr format.
This commit is contained in:
Simon Ser 2023-05-05 11:27:09 +02:00
parent db619009dc
commit fd38761676
3 changed files with 66 additions and 30 deletions

View file

@ -364,7 +364,7 @@ static struct wlr_texture *vulkan_texture_from_pixels(
goto error;
}
texture->ds_pool = vulkan_alloc_texture_ds(renderer, renderer->ds_layout, &texture->ds);
texture->ds_pool = vulkan_alloc_texture_ds(renderer, renderer->default_pipeline_layout.ds, &texture->ds);
if (!texture->ds_pool) {
wlr_log(WLR_ERROR, "failed to allocate descriptor");
goto error;
@ -695,13 +695,13 @@ static struct wlr_vk_texture *vulkan_texture_from_dmabuf(
.image = texture->image,
};
VkDescriptorSetLayout ds_layout = renderer->ds_layout;
VkDescriptorSetLayout ds_layout = renderer->default_pipeline_layout.ds;
VkSamplerYcbcrConversionInfo ycbcr_conversion_info;
if (fmt->format.is_ycbcr) {
ds_layout = renderer->nv12_ds_layout;
ds_layout = renderer->nv12_pipeline_layout.ds;
ycbcr_conversion_info = (VkSamplerYcbcrConversionInfo){
.sType = VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_INFO,
.conversion = renderer->nv12_conversion,
.conversion = renderer->nv12_pipeline_layout.ycbcr.conversion,
};
view_info.pNext = &ycbcr_conversion_info;
}