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Implement experimental Vulkan backend
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32
Source/Core/VideoBackends/Vulkan/ShaderCompiler.h
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32
Source/Core/VideoBackends/Vulkan/ShaderCompiler.h
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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 <vector>
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#include "VideoBackends/Vulkan/Constants.h"
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namespace Vulkan
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{
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namespace ShaderCompiler
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{
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// SPIR-V compiled code type
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using SPIRVCodeType = u32;
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using SPIRVCodeVector = std::vector<SPIRVCodeType>;
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// Compile a vertex shader to SPIR-V.
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bool CompileVertexShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header = true);
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// Compile a geometry shader to SPIR-V.
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bool CompileGeometryShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header = true);
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// Compile a fragment shader to SPIR-V.
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bool CompileFragmentShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length, bool prepend_header = true);
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} // namespace ShaderCompiler
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} // namespace Vulkan
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