VKSDR_MAX
};
+#define VKSDR_STAGE(x) (1 << (x))
/* primitives */
enum {
int vk_create_pipeln(void);
void vk_free_pipeln(int pp);
-void vk_viewport(int pp, int x, int y, int width, int height);
-void vk_scissor(int pp, int x, int y, int width, int height);
+void vk_pipeln_rpass(int pp, VkRenderPass rp);
+void vk_pipeln_viewport(int pp, int x, int y, int width, int height);
+void vk_pipeln_scissor(int pp, int x, int y, int width, int height);
void vk_pipeln_shader(int pp, int type, VkShaderModule sdr);
/* TODO: vertex input */
void vk_pipeln_prim(int pp, int prim);
void vk_pipeln_polymode(int pp, int mode);
void vk_pipeln_cull(int pp, int cull);
void vk_pipeln_frontface(int pp, int ff);
+void vk_pipeln_linewidth(int pp, int w);
void vk_pipeln_multisample(int pp, int nsamples);
void vk_pipeln_colormask(int pp, int r, int g, int b, int a);
void vk_pipeln_depthmask(int pp, int z);
void vk_pipeln_stencilmask(int pp, int s);
void vk_pipeln_zbuffer(int pp, int enable);
+void vk_pipeln_zbuffer_op(int pp, int op);
void vk_pipeln_stencil(int pp, int enable);
void vk_pipeln_stencil_op(int pp, int sfail, int zfail, int zpass);
void vk_pipeln_stencil_func(int pp, int op, unsigned int ref, unsigned int mask);