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OpenDX/src/dxvk/dxvk_shader.h

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#pragma once
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#include <vector>
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#include "dxvk_include.h"
#include "../spirv/spirv_code_buffer.h"
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namespace dxvk {
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/**
* \brief Shader resource type
*
* Enumerates the types of resources
* that can be accessed by shaders.
*/
enum class DxvkResourceType : uint32_t {
ImageSampler = VK_DESCRIPTOR_TYPE_SAMPLER,
SampledImage = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
StorageImage = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
UniformBuffer = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
StorageBuffer = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
UniformTexelBuffer = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER,
StorageTexelBuffer = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER,
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};
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/**
* \brief Shader module
*
* Manages a Vulkan shader module. This will not
* perform any sort of shader compilation. Instead,
* the context will create pipeline objects on the
* fly when executing draw calls.
*/
class DxvkShader : public RcObject {
public:
DxvkShader(
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VkShaderStageFlagBits stage,
SpirvCodeBuffer&& code);
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~DxvkShader();
/**
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* \brief Retrieves shader code
* \returns Shader code buffer
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*/
const SpirvCodeBuffer& code() const {
return m_code;
}
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private:
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VkShaderStageFlagBits m_stage;
SpirvCodeBuffer m_code;
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};
}