2016-08-13 22:57:50 +10:00
										 
									 
								 
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								// Copyright 2016 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#pragma once
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								#include <array>
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								#include "VideoBackends/Vulkan/Constants.h"
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								#include "VideoCommon/NativeVertexFormat.h"
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								namespace Vulkan
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								{
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								class VertexFormat : public ::NativeVertexFormat
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								{
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								public:
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								  VertexFormat(const PortableVertexDeclaration& in_vtx_decl);
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								  // Creates or obtains a pointer to a VertexFormat representing decl.
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								  // If this results in a VertexFormat being created, if the game later uses a matching vertex
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								  // declaration, the one that was previously created will be used.
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								  static VertexFormat* GetOrCreateMatchingFormat(const PortableVertexDeclaration& decl);
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								  // Passed to pipeline state creation
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								  const VkPipelineVertexInputStateCreateInfo& GetVertexInputStateInfo() const
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								  {
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								    return m_input_state_info;
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								  }
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								  // Converting PortableVertexDeclaration -> Vulkan types
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								  void MapAttributes();
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								  void SetupInputState();
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								  // Not used in the Vulkan backend.
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								  void SetupVertexPointers() override;
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								private:
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								  void AddAttribute(uint32_t location, uint32_t binding, VkFormat format, uint32_t offset);
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								  VkVertexInputBindingDescription m_binding_description = {};
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								  std::array<VkVertexInputAttributeDescription, MAX_VERTEX_ATTRIBUTES> m_attribute_descriptions =
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								      {};
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								  VkPipelineVertexInputStateCreateInfo m_input_state_info = {};
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								  uint32_t m_num_attributes = 0;
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								};
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								}
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