[Vulkan] Remove old Vulkan code, change shaders directory, create empty Vulkan backend
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@@ -1,64 +0,0 @@
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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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#include "xenia/gpu/vulkan/vulkan_shader.h"
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#include "third_party/fmt/include/fmt/format.h"
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#include "xenia/base/assert.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/ui/vulkan/vulkan_device.h"
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#include "xenia/ui/vulkan/vulkan_util.h"
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namespace xe {
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namespace gpu {
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namespace vulkan {
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using xe::ui::vulkan::CheckResult;
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VulkanShader::VulkanShader(ui::vulkan::VulkanDevice* device,
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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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: Shader(shader_type, data_hash, dword_ptr, dword_count), device_(device) {}
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VulkanShader::~VulkanShader() {
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if (shader_module_) {
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vkDestroyShaderModule(*device_, shader_module_, nullptr);
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shader_module_ = nullptr;
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}
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}
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bool VulkanShader::Prepare() {
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assert_null(shader_module_);
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assert_true(is_valid());
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// Create the shader module.
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VkShaderModuleCreateInfo shader_info;
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shader_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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shader_info.pNext = nullptr;
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shader_info.flags = 0;
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shader_info.codeSize = translated_binary_.size();
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shader_info.pCode =
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reinterpret_cast<const uint32_t*>(translated_binary_.data());
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auto status =
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vkCreateShaderModule(*device_, &shader_info, nullptr, &shader_module_);
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CheckResult(status, "vkCreateShaderModule");
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char typeChar = shader_type_ == xenos::ShaderType::kPixel
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? 'p'
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: shader_type_ == xenos::ShaderType::kVertex ? 'v' : 'u';
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device_->DbgSetObjectName(
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uint64_t(shader_module_), VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT,
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fmt::format("S({}): {:016X}", typeChar, ucode_data_hash()));
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return status == VK_SUCCESS;
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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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