renderer_vulkan: Add declarations file

This file is intended to be included instead of vulkan/vulkan.hpp. It
includes declarations of unique handlers using a dynamic dispatcher
instead of a static one (which would require linking to a Vulkan
library).
This commit is contained in:
ReinUsesLisp 2019-02-12 18:01:40 -03:00
parent b12ab4d805
commit 18fe910957
2 changed files with 52 additions and 0 deletions

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@ -101,6 +101,13 @@ add_library(video_core STATIC
video_core.h video_core.h
) )
if (ENABLE_VULKAN)
target_sources(video_core PRIVATE renderer_vulkan/declarations.h)
target_include_directories(video_core PRIVATE ../../externals/Vulkan-Headers/include)
target_compile_definitions(video_core PRIVATE HAS_VULKAN)
endif()
create_target_directory_groups(video_core) create_target_directory_groups(video_core)
target_link_libraries(video_core PUBLIC common core) target_link_libraries(video_core PUBLIC common core)

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@ -0,0 +1,45 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <vulkan/vulkan.hpp>
namespace Vulkan {
// vulkan.hpp unique handlers use DispatchLoaderStatic
template <typename T>
using UniqueHandle = vk::UniqueHandle<T, vk::DispatchLoaderDynamic>;
using UniqueAccelerationStructureNV = UniqueHandle<vk::AccelerationStructureNV>;
using UniqueBuffer = UniqueHandle<vk::Buffer>;
using UniqueBufferView = UniqueHandle<vk::BufferView>;
using UniqueCommandBuffer = UniqueHandle<vk::CommandBuffer>;
using UniqueCommandPool = UniqueHandle<vk::CommandPool>;
using UniqueDescriptorPool = UniqueHandle<vk::DescriptorPool>;
using UniqueDescriptorSet = UniqueHandle<vk::DescriptorSet>;
using UniqueDescriptorSetLayout = UniqueHandle<vk::DescriptorSetLayout>;
using UniqueDescriptorUpdateTemplate = UniqueHandle<vk::DescriptorUpdateTemplate>;
using UniqueDevice = UniqueHandle<vk::Device>;
using UniqueDeviceMemory = UniqueHandle<vk::DeviceMemory>;
using UniqueEvent = UniqueHandle<vk::Event>;
using UniqueFence = UniqueHandle<vk::Fence>;
using UniqueFramebuffer = UniqueHandle<vk::Framebuffer>;
using UniqueImage = UniqueHandle<vk::Image>;
using UniqueImageView = UniqueHandle<vk::ImageView>;
using UniqueIndirectCommandsLayoutNVX = UniqueHandle<vk::IndirectCommandsLayoutNVX>;
using UniqueObjectTableNVX = UniqueHandle<vk::ObjectTableNVX>;
using UniquePipeline = UniqueHandle<vk::Pipeline>;
using UniquePipelineCache = UniqueHandle<vk::PipelineCache>;
using UniquePipelineLayout = UniqueHandle<vk::PipelineLayout>;
using UniqueQueryPool = UniqueHandle<vk::QueryPool>;
using UniqueRenderPass = UniqueHandle<vk::RenderPass>;
using UniqueSampler = UniqueHandle<vk::Sampler>;
using UniqueSamplerYcbcrConversion = UniqueHandle<vk::SamplerYcbcrConversion>;
using UniqueSemaphore = UniqueHandle<vk::Semaphore>;
using UniqueShaderModule = UniqueHandle<vk::ShaderModule>;
using UniqueSwapchainKHR = UniqueHandle<vk::SwapchainKHR>;
using UniqueValidationCacheEXT = UniqueHandle<vk::ValidationCacheEXT>;
} // namespace Vulkan