mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
aac66a1b61
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
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#pragma once
|
|
|
|
#include <array>
|
|
|
|
#include "VideoBackends/Vulkan/Constants.h"
|
|
#include "VideoCommon/NativeVertexFormat.h"
|
|
|
|
namespace Vulkan
|
|
{
|
|
class VertexFormat : public ::NativeVertexFormat
|
|
{
|
|
public:
|
|
VertexFormat(const PortableVertexDeclaration& in_vtx_decl);
|
|
|
|
// Creates or obtains a pointer to a VertexFormat representing decl.
|
|
// If this results in a VertexFormat being created, if the game later uses a matching vertex
|
|
// declaration, the one that was previously created will be used.
|
|
static VertexFormat* GetOrCreateMatchingFormat(const PortableVertexDeclaration& decl);
|
|
|
|
// Passed to pipeline state creation
|
|
const VkPipelineVertexInputStateCreateInfo& GetVertexInputStateInfo() const
|
|
{
|
|
return m_input_state_info;
|
|
}
|
|
|
|
// Converting PortableVertexDeclaration -> Vulkan types
|
|
void MapAttributes();
|
|
void SetupInputState();
|
|
|
|
// Not used in the Vulkan backend.
|
|
void SetupVertexPointers() override;
|
|
|
|
private:
|
|
void AddAttribute(uint32_t location, uint32_t binding, VkFormat format, uint32_t offset);
|
|
|
|
VkVertexInputBindingDescription m_binding_description = {};
|
|
|
|
std::array<VkVertexInputAttributeDescription, MAX_VERTEX_ATTRIBUTES> m_attribute_descriptions =
|
|
{};
|
|
|
|
VkPipelineVertexInputStateCreateInfo m_input_state_info = {};
|
|
|
|
uint32_t m_num_attributes = 0;
|
|
};
|
|
}
|