#pragma once #include "../Common/VertexProgramDecompiler.h" #include "Emu/RSX/RSXVertexProgram.h" #include "Utilities/Thread.h" #include "VulkanAPI.h" #include "../VK/VKHelpers.h" struct VKVertexDecompilerThread : public VertexProgramDecompiler { std::string &m_shader; std::vector inputs; class VKVertexProgram *vk_prog; protected: virtual std::string getFloatTypeName(size_t elementCount) override; std::string getIntTypeName(size_t elementCount) override; virtual std::string getFunction(FUNCTION) override; virtual std::string compareFunction(COMPARE, const std::string&, const std::string&, bool scalar) override; virtual void insertHeader(std::stringstream &OS) override; virtual void insertInputs(std::stringstream &OS, const std::vector &inputs) override; virtual void insertConstants(std::stringstream &OS, const std::vector &constants) override; virtual void insertOutputs(std::stringstream &OS, const std::vector &outputs) override; virtual void insertMainStart(std::stringstream &OS) override; virtual void insertMainEnd(std::stringstream &OS) override; const RSXVertexProgram &rsx_vertex_program; public: VKVertexDecompilerThread(const RSXVertexProgram &prog, std::string& shader, ParamArray&, class VKVertexProgram &dst) : VertexProgramDecompiler(prog) , m_shader(shader) , rsx_vertex_program(prog) , vk_prog(&dst) { } void Task(); const std::vector& get_inputs() { return inputs; } }; class VKVertexProgram { public: VKVertexProgram(); ~VKVertexProgram(); ParamArray parr; VkShaderModule handle = nullptr; u32 id; vk::glsl::shader shader; std::vector uniforms; void Decompile(const RSXVertexProgram& prog); void Compile(); void SetInputs(std::vector& inputs); private: void Delete(); };