[Vulkan] Remove old Vulkan code, change shaders directory, create empty Vulkan backend
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@@ -2,7 +2,7 @@
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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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* 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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@@ -10,35 +10,19 @@
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#ifndef XENIA_UI_VULKAN_VULKAN_IMMEDIATE_DRAWER_H_
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#define XENIA_UI_VULKAN_VULKAN_IMMEDIATE_DRAWER_H_
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#include <memory>
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#include "xenia/ui/immediate_drawer.h"
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#include "xenia/ui/vulkan/vulkan.h"
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namespace xe {
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namespace ui {
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namespace vulkan {
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class LightweightCircularBuffer;
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class VulkanContext;
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class VulkanImmediateDrawer : public ImmediateDrawer {
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public:
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VulkanImmediateDrawer(VulkanContext* graphics_context);
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~VulkanImmediateDrawer() override;
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VkResult Initialize();
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void Shutdown();
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std::unique_ptr<ImmediateTexture> CreateTexture(uint32_t width,
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uint32_t height,
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ImmediateTextureFilter filter,
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bool repeat,
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const uint8_t* data) override;
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std::unique_ptr<ImmediateTexture> WrapTexture(VkImageView image_view,
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VkSampler sampler,
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uint32_t width,
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uint32_t height);
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void UpdateTexture(ImmediateTexture* texture, const uint8_t* data) override;
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void Begin(int render_target_width, int render_target_height) override;
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@@ -46,31 +30,6 @@ class VulkanImmediateDrawer : public ImmediateDrawer {
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void Draw(const ImmediateDraw& draw) override;
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void EndDrawBatch() override;
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void End() override;
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VkSampler GetSampler(ImmediateTextureFilter filter, bool repeat);
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private:
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VulkanContext* context_ = nullptr;
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struct {
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VkSampler nearest_clamp = nullptr;
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VkSampler nearest_repeat = nullptr;
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VkSampler linear_clamp = nullptr;
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VkSampler linear_repeat = nullptr;
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} samplers_;
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VkDescriptorSetLayout texture_set_layout_ = nullptr;
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VkDescriptorPool descriptor_pool_ = nullptr;
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VkPipelineLayout pipeline_layout_ = nullptr;
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VkPipeline triangle_pipeline_ = nullptr;
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VkPipeline line_pipeline_ = nullptr;
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std::unique_ptr<LightweightCircularBuffer> circular_buffer_;
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bool batch_has_index_buffer_ = false;
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VkCommandBuffer current_cmd_buffer_ = nullptr;
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int current_render_target_width_ = 0;
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int current_render_target_height_ = 0;
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};
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} // namespace vulkan
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