forked from dolphin-emu/dolphin
		
	This stores enough information to recreate the pipeline, including the shader UIDs, blend/depth/rasterization state, primitive and vertex format.
		
			
				
	
	
		
			50 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			50 lines
		
	
	
		
			1.4 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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#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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