renderer_vulkan: Add experimental Vulkan renderer
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@ -6,6 +6,7 @@
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#include <cstddef>
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#include <cstring>
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#include <concepts>
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#include "common/cityhash.h"
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#include "common/common_types.h"
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@ -41,6 +42,13 @@ inline u64 HashCombine(std::size_t& seed, const u64 hash) {
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return seed ^= hash + 0x9e3779b9 + (seed << 6) + (seed >> 2);
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}
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template <std::integral T>
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struct IdentityHash {
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T operator()(const T& value) const {
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return value;
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}
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};
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/// A helper template that ensures the padding in a struct is initialized by memsetting to 0.
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template <typename T>
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struct HashableStruct {
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@ -236,6 +236,7 @@ void DebuggerBackend::Write(const Entry& entry) {
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CLS(Render) \
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SUB(Render, Software) \
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SUB(Render, OpenGL) \
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SUB(Render, Vulkan) \
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CLS(Audio) \
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SUB(Audio, DSP) \
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SUB(Audio, Sink) \
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@ -4,8 +4,8 @@
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#pragma once
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#include <type_traits>
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#include <fmt/format.h>
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#include <type_traits>
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// adapted from https://github.com/fmtlib/fmt/issues/2704
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// a generic formatter for enum classes
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@ -8,6 +8,7 @@
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#include <array>
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#include "common/common_types.h"
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#include "common/logging/formatter.h"
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namespace Log {
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// trims up to and including the last of ../, ..\, src/, src\ in a string
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@ -103,6 +104,7 @@ enum class Class : ClassType {
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Render, ///< Emulator video output and hardware acceleration
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Render_Software, ///< Software renderer backend
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Render_OpenGL, ///< OpenGL backend
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Render_Vulkan, ///< Vulkan backend
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Audio, ///< Audio emulation
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Audio_DSP, ///< The HLE and LLE implementations of the DSP
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Audio_Sink, ///< Emulator audio output backend
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@ -5,6 +5,7 @@
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#pragma once
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#include <cstdlib>
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#include <compare>
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#include <type_traits>
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namespace Common {
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@ -446,7 +446,7 @@ struct Values {
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Setting<bool> allow_plugin_loader{true, "allow_plugin_loader"};
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// Renderer
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SwitchableSetting<GraphicsAPI> graphics_api{GraphicsAPI::OpenGL, "graphics_api"};
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SwitchableSetting<GraphicsAPI> graphics_api{GraphicsAPI::Vulkan, "graphics_api"};
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SwitchableSetting<bool> use_hw_renderer{true, "use_hw_renderer"};
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SwitchableSetting<bool> use_hw_shader{true, "use_hw_shader"};
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SwitchableSetting<bool> separable_shader{false, "use_separable_shader"};
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