[Vulkan] Basic draw call architecture + [D3D12] Some cleanup

This commit is contained in:
Triang3l
2020-11-14 14:16:04 +03:00
parent 08c50af7b8
commit 65c8d2b28e
17 changed files with 2235 additions and 177 deletions

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_VULKAN_VULKAN_SHADER_H_
#define XENIA_GPU_VULKAN_VULKAN_SHADER_H_
#include <cstdint>
#include "xenia/gpu/shader.h"
#include "xenia/gpu/xenos.h"
#include "xenia/ui/vulkan/vulkan_provider.h"
namespace xe {
namespace gpu {
namespace vulkan {
class VulkanShader : public Shader {
public:
VulkanShader(xenos::ShaderType shader_type, uint64_t data_hash,
const uint32_t* dword_ptr, uint32_t dword_count);
bool InitializeShaderModule(const ui::vulkan::VulkanProvider& provider);
VkShaderModule shader_module() const { return shader_module_; }
private:
VkShaderModule shader_module_ = VK_NULL_HANDLE;
};
} // namespace vulkan
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_VULKAN_VULKAN_SHADER_H_