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Unify vkb::RenderPipeline and vkb::rendering::HPPRenderPipeline into vkb::rendering::RenderPipeline<bindingType>#1474

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asuessenbach wants to merge 2 commits intoKhronosGroup:mainfrom
asuessenbach:unify_RenderPipeline
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Unify vkb::RenderPipeline and vkb::rendering::HPPRenderPipeline into vkb::rendering::RenderPipeline<bindingType>#1474
asuessenbach wants to merge 2 commits intoKhronosGroup:mainfrom
asuessenbach:unify_RenderPipeline

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@asuessenbach
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Description

Next unified class on C- and C++-bindings.

Build tested on Win11 with VS2022. Run tested on Win10 with NVidia GPU.

General Checklist:

Please ensure the following points are checked:

  • My code follows the coding style
  • I have reviewed file licenses
  • I have commented any added functions (in line with Doxygen)
  • I have commented any code that could be hard to understand
  • My changes do not add any new compiler warnings
  • My changes do not add any new validation layer errors or warnings
  • I have used existing framework/helper functions where possible
  • My changes do not add any regressions
  • I have tested every sample to ensure everything runs correctly
  • This PR describes the scope and expected impact of the changes I am making

Note: The Samples CI runs a number of checks including:

  • I have updated the header Copyright to reflect the current year (CI build will fail if Copyright is out of date)
  • My changes build on Windows, Linux, macOS and Android. Otherwise I have documented any exceptions

If this PR contains framework changes:

  • I did a full batch run using the batch command line argument to make sure all samples still work properly

Sample Checklist

If your PR contains a new or modified sample, these further checks must be carried out in addition to the General Checklist:

  • I have tested the sample on at least one compliant Vulkan implementation
  • If the sample is vendor-specific, I have tagged it appropriately
  • I have stated on what implementation the sample has been tested so that others can test on different implementations and platforms
  • Any dependent assets have been merged and published in downstream modules
  • For new samples, I have added a paragraph with a summary to the appropriate chapter in the readme of the folder that the sample belongs to e.g. api samples readme
  • For new samples, I have added a tutorial README.md file to guide users through what they need to know to implement code using this feature. For example, see conditional_rendering
  • For new samples, I have added a link to the Antora navigation so that the sample will be listed at the Vulkan documentation site

@asuessenbach asuessenbach requested a review from a team January 28, 2026 07:36
gary-sweet
gary-sweet previously approved these changes Feb 2, 2026
SaschaWillems
SaschaWillems previously approved these changes Feb 2, 2026
@asuessenbach asuessenbach dismissed stale reviews from SaschaWillems and gary-sweet via 2e05ec3 February 9, 2026 10:06
@asuessenbach asuessenbach force-pushed the unify_RenderPipeline branch 2 times, most recently from 3451986 to c874320 Compare February 9, 2026 10:25
@gary-sweet
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I'm not sure why, but dynamic_blending is behaving differently with this change in place. I'm not sure if it's your change, or something else in the stack maybe? Any ideas?

@asuessenbach
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What do you mean with "is behaving differently"? Do you see visual differences? I don't see any.

@gary-sweet
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What do you mean with "is behaving differently"? Do you see visual differences? I don't see any.

Sorry, that wasn't very specific. The two squares being rendered are black when I test this change and some of the UI is different too.

@asuessenbach
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The two squares being rendered are black when I test this change and some of the UI is different too.

That seems to be platform dependent then. I don't see any differences (Win11, NVIDIA GPU).

@gary-sweet
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The two squares being rendered are black when I test this change and some of the UI is different too.

That seems to be platform dependent then. I don't see any differences (Win11, NVIDIA GPU).

I'll have to see if I can track down the root cause then

@gary-sweet
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I'll have to see if I can track down the root cause then

So, the root cause of this is actually pre-existing uninitialized state in the dynamic_rendering sample.
It needs to actually assign values to eds_feature_support rather than just calling REQUEST_OPTIONAL_FEATURE.
These were left uninitialized, and something in your PR is causing them to be change from previously.

	eds_feature_support.extendedDynamicState3ColorWriteMask =
	    REQUEST_OPTIONAL_FEATURE(gpu, VkPhysicalDeviceExtendedDynamicState3FeaturesEXT, extendedDynamicState3ColorWriteMask);
	eds_feature_support.extendedDynamicState3ColorBlendEnable =
	    REQUEST_OPTIONAL_FEATURE(gpu, VkPhysicalDeviceExtendedDynamicState3FeaturesEXT, extendedDynamicState3ColorBlendEnable);
	eds_feature_support.extendedDynamicState3ColorBlendAdvanced =
	    REQUEST_OPTIONAL_FEATURE(gpu, VkPhysicalDeviceExtendedDynamicState3FeaturesEXT, extendedDynamicState3ColorBlendAdvanced);
	eds_feature_support.extendedDynamicState3ColorBlendEquation =
	    REQUEST_OPTIONAL_FEATURE(gpu, VkPhysicalDeviceExtendedDynamicState3FeaturesEXT, extendedDynamicState3ColorBlendEquation);

It should also set some sensible state to eds_feature_support in the dynamic_blending.h:

VkPhysicalDeviceExtendedDynamicState3FeaturesEXT eds_feature_support{};

You can either take these in your change, or I can make them in a separate PR. Just let me know.

@gary-sweet
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You can either take these in your change, or I can make them in a separate PR. Just let me know.

I made a separate PR : #1485

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