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e60268bd42
Greatly simplifies the overall interface when it comes to compiling shaders. Also allows getting rid of a std::string overload of the same name. Now std::string and const char* both go through the same function.
40 lines
1.1 KiB
C++
40 lines
1.1 KiB
C++
// Copyright 2017 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 <cstddef>
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#include <memory>
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#include <string_view>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/Vulkan/VulkanLoader.h"
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#include "VideoCommon/AbstractShader.h"
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namespace Vulkan
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{
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class VKShader final : public AbstractShader
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{
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public:
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VKShader(ShaderStage stage, std::vector<u32> spv, VkShaderModule mod);
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VKShader(std::vector<u32> spv, VkPipeline compute_pipeline);
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~VKShader() override;
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VkShaderModule GetShaderModule() const { return m_module; }
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VkPipeline GetComputePipeline() const { return m_compute_pipeline; }
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BinaryData GetBinary() const override;
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static std::unique_ptr<VKShader> CreateFromSource(ShaderStage stage, std::string_view source);
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static std::unique_ptr<VKShader> CreateFromBinary(ShaderStage stage, const void* data,
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size_t length);
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private:
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std::vector<u32> m_spv;
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VkShaderModule m_module;
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VkPipeline m_compute_pipeline;
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};
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} // namespace Vulkan
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