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VideoBackends / VideoCommon: refactor Vulkan to use new SPIRV functionality
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@ -8,7 +8,10 @@
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#include <string_view>
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#include <vector>
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#include "ShaderLang.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/VideoCommon.h"
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namespace SPIRV
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{
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@ -17,14 +20,18 @@ using CodeType = u32;
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using CodeVector = std::vector<CodeType>;
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// Compile a vertex shader to SPIR-V.
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std::optional<CodeVector> CompileVertexShader(std::string_view source_code);
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std::optional<CodeVector> CompileVertexShader(std::string_view source_code, APIType api_type,
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glslang::EShTargetLanguageVersion language_version);
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// Compile a geometry shader to SPIR-V.
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std::optional<CodeVector> CompileGeometryShader(std::string_view source_code);
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std::optional<CodeVector> CompileGeometryShader(std::string_view source_code, APIType api_type,
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glslang::EShTargetLanguageVersion language_version);
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// Compile a fragment shader to SPIR-V.
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std::optional<CodeVector> CompileFragmentShader(std::string_view source_code);
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std::optional<CodeVector> CompileFragmentShader(std::string_view source_code, APIType api_type,
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glslang::EShTargetLanguageVersion language_version);
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// Compile a compute shader to SPIR-V.
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std::optional<CodeVector> CompileComputeShader(std::string_view source_code);
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std::optional<CodeVector> CompileComputeShader(std::string_view source_code, APIType api_type,
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glslang::EShTargetLanguageVersion language_version);
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} // namespace SPIRV
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