forked from dolphin-emu/dolphin
		
	The path to the MoltenVK library can be specified by the LIBMOLTENVK_PATH environment variable, otherwise it assumes it is located in the application bundle's Contents/MacOS directory.
		
			
				
	
	
		
			48 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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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#define VK_NO_PROTOTYPES
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#if defined(WIN32)
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#define VK_USE_PLATFORM_WIN32_KHR
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#elif defined(HAVE_X11)
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// Currently we're getting xlib handles passed to the backend.
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// If this ever changes to xcb, it's a simple change here.
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#define VK_USE_PLATFORM_XLIB_KHR
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//#define VK_USE_PLATFORM_XCB_KHR
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#elif defined(ANDROID)
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#define VK_USE_PLATFORM_ANDROID_KHR
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#elif defined(__APPLE__)
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#define VK_USE_PLATFORM_MACOS_MVK
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#else
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//#warning Unknown platform
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#endif
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#include "vulkan/vulkan.h"
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// We abuse the preprocessor here to only need to specify function names once.
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#define VULKAN_MODULE_ENTRY_POINT(name, required) extern PFN_##name name;
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#define VULKAN_INSTANCE_ENTRY_POINT(name, required) extern PFN_##name name;
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#define VULKAN_DEVICE_ENTRY_POINT(name, required) extern PFN_##name name;
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#include "VideoBackends/Vulkan/VulkanEntryPoints.inl"
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#undef VULKAN_DEVICE_ENTRY_POINT
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#undef VULKAN_INSTANCE_ENTRY_POINT
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#undef VULKAN_MODULE_ENTRY_POINT
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namespace Vulkan
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{
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bool LoadVulkanLibrary();
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bool LoadVulkanInstanceFunctions(VkInstance instance);
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bool LoadVulkanDeviceFunctions(VkDevice device);
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void UnloadVulkanLibrary();
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const char* VkResultToString(VkResult res);
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void LogVulkanResult(int level, const char* func_name, VkResult res, const char* msg, ...);
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#define LOG_VULKAN_ERROR(res, ...) LogVulkanResult(2, __func__, res, __VA_ARGS__)
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}  // namespace Vulkan
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