[Vulkan] Basic draw call architecture + [D3D12] Some cleanup
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39
src/xenia/gpu/vulkan/vulkan_shader.h
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39
src/xenia/gpu/vulkan/vulkan_shader.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 2020 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_VULKAN_SHADER_H_
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#define XENIA_GPU_VULKAN_VULKAN_SHADER_H_
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#include <cstdint>
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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_provider.h"
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namespace xe {
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namespace gpu {
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namespace vulkan {
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class VulkanShader : public Shader {
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public:
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VulkanShader(xenos::ShaderType shader_type, uint64_t data_hash,
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const uint32_t* dword_ptr, uint32_t dword_count);
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bool InitializeShaderModule(const ui::vulkan::VulkanProvider& provider);
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VkShaderModule shader_module() const { return shader_module_; }
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private:
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VkShaderModule shader_module_ = VK_NULL_HANDLE;
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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_VULKAN_SHADER_H_
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