#pragma once #include "../Program/VertexProgramDecompiler.h" #include "Utilities/Thread.h" #include "VulkanAPI.h" #include "VKProgramPipeline.h" #include "vkutils/pipeline_binding_table.h" namespace vk { class shader_interpreter; } struct VKVertexDecompilerThread : public VertexProgramDecompiler { friend class vk::shader_interpreter; std::string &m_shader; std::vector inputs; class VKVertexProgram *vk_prog; vk::pipeline_binding_table m_binding_table{}; struct { bool emulate_conditional_rendering{false}; } m_device_props; protected: std::string getFloatTypeName(usz elementCount) override; std::string getIntTypeName(usz elementCount) override; std::string getFunction(FUNCTION) override; std::string compareFunction(COMPARE, const std::string&, const std::string&, bool scalar) override; void insertHeader(std::stringstream &OS) override; void insertInputs(std::stringstream &OS, const std::vector &inputs) override; void insertConstants(std::stringstream &OS, const std::vector &constants) override; void insertOutputs(std::stringstream &OS, const std::vector &outputs) override; void insertMainStart(std::stringstream &OS) override; 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) , vk_prog(&dst) , rsx_vertex_program(prog) { } 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; std::vector constant_ids; bool has_indexed_constants; void Decompile(const RSXVertexProgram& prog); void Compile(); void SetInputs(std::vector& inputs); private: void Delete(); };