dolphin/Source/Core/VideoBackends/Vulkan/VertexFormat.h
Stenzek aac66a1b61 Vulkan: Implement a pipeline UID cache
This stores enough information to recreate the pipeline, including the
shader UIDs, blend/depth/rasterization state, primitive and vertex format.
2016-11-28 21:21:53 +10:00

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;
};
}