Vulkan: Move shader/pipeline-related methods to ShaderCache

This commit is contained in:
Stenzek
2017-07-20 15:25:33 +10:00
parent d23fd17e1a
commit aff44684a4
17 changed files with 1258 additions and 1156 deletions

View File

@ -299,7 +299,7 @@ bool TextureCache::CompileShaders()
}
)";
std::string header = g_object_cache->GetUtilityShaderHeader();
std::string header = g_shader_cache->GetUtilityShaderHeader();
std::string source;
source = header + COPY_SHADER_SOURCE;
@ -385,8 +385,8 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
UtilityShaderDraw draw(command_buffer,
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
m_render_pass, g_object_cache->GetPassthroughVertexShader(),
g_object_cache->GetPassthroughGeometryShader(),
m_render_pass, g_shader_cache->GetPassthroughVertexShader(),
g_shader_cache->GetPassthroughGeometryShader(),
is_depth_copy ? m_efb_depth_to_tex_shader : m_efb_color_to_tex_shader);
draw.SetPushConstants(colmat, (is_depth_copy ? sizeof(float) * 20 : sizeof(float) * 28));