WIP rough sketch of vulkan backend structure.
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src/xenia/gpu/vulkan/texture_cache.h
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47
src/xenia/gpu/vulkan/texture_cache.h
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_VULKAN_TEXTURE_CACHE_H_
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#define XENIA_GPU_VULKAN_TEXTURE_CACHE_H_
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#include "xenia/gpu/register_file.h"
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#include "xenia/gpu/shader.h"
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#include "xenia/gpu/xenos.h"
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#include "xenia/ui/vulkan/vulkan.h"
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#include "xenia/ui/vulkan/vulkan_device.h"
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namespace xe {
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namespace gpu {
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namespace vulkan {
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// Configures and caches pipelines based on render state.
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// This is responsible for properly setting all state required for a draw
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// including shaders, various blend/etc options, and input configuration.
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class TextureCache {
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public:
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TextureCache(RegisterFile* register_file, ui::vulkan::VulkanDevice* device);
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~TextureCache();
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// TODO(benvanik): UploadTexture.
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// TODO(benvanik): Resolve.
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// TODO(benvanik): ReadTexture.
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// Clears all cached content.
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void ClearCache();
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private:
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RegisterFile* register_file_ = nullptr;
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VkDevice device_ = nullptr;
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};
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} // namespace vulkan
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_VULKAN_TEXTURE_CACHE_H_
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