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vk_shader_util: Add helper to build SPIR-V shaders
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@ -180,6 +180,8 @@ if (ENABLE_VULKAN)
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renderer_vulkan/vk_scheduler.h
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renderer_vulkan/vk_shader_decompiler.cpp
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renderer_vulkan/vk_shader_decompiler.h
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renderer_vulkan/vk_shader_util.cpp
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renderer_vulkan/vk_shader_util.h
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renderer_vulkan/vk_staging_buffer_pool.cpp
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renderer_vulkan/vk_staging_buffer_pool.h
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renderer_vulkan/vk_stream_buffer.cpp
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src/video_core/renderer_vulkan/vk_shader_util.cpp
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src/video_core/renderer_vulkan/vk_shader_util.cpp
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cstring>
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#include <memory>
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#include <vector>
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#include "common/alignment.h"
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "video_core/renderer_vulkan/declarations.h"
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#include "video_core/renderer_vulkan/vk_device.h"
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#include "video_core/renderer_vulkan/vk_shader_util.h"
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namespace Vulkan {
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UniqueShaderModule BuildShader(const VKDevice& device, std::size_t code_size, const u8* code_data) {
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// Avoid undefined behavior by copying to a staging allocation
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ASSERT(code_size % sizeof(u32) == 0);
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const auto data = std::make_unique<u32[]>(code_size / sizeof(u32));
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std::memcpy(data.get(), code_data, code_size);
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const auto dev = device.GetLogical();
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const auto& dld = device.GetDispatchLoader();
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const vk::ShaderModuleCreateInfo shader_ci({}, code_size, data.get());
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vk::ShaderModule shader_module;
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if (dev.createShaderModule(&shader_ci, nullptr, &shader_module, dld) != vk::Result::eSuccess) {
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UNREACHABLE_MSG("Shader module failed to build!");
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}
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return UniqueShaderModule(shader_module, vk::ObjectDestroy(dev, nullptr, dld));
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}
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} // namespace Vulkan
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src/video_core/renderer_vulkan/vk_shader_util.h
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src/video_core/renderer_vulkan/vk_shader_util.h
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <vector>
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#include "common/common_types.h"
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#include "video_core/renderer_vulkan/declarations.h"
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namespace Vulkan {
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class VKDevice;
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UniqueShaderModule BuildShader(const VKDevice& device, std::size_t code_size, const u8* code_data);
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} // namespace Vulkan
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