VideoBackends/Vulkan: Use nested namespace specifiers where applicable
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@ -24,9 +24,7 @@
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#include "VideoCommon/VideoConfig.h"
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namespace Vulkan
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{
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namespace ShaderCompiler
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namespace Vulkan::ShaderCompiler
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{
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// Registers itself for cleanup via atexit
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bool InitializeGlslang();
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@ -375,6 +373,4 @@ std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code
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{
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return CompileShaderToSPV(EShLangCompute, "cs", source_code, COMPUTE_SHADER_HEADER);
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}
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} // namespace ShaderCompiler
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} // namespace Vulkan
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} // namespace Vulkan::ShaderCompiler
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@ -11,9 +11,7 @@
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#include "Common/CommonTypes.h"
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namespace Vulkan
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{
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namespace ShaderCompiler
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namespace Vulkan::ShaderCompiler
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{
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// SPIR-V compiled code type
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using SPIRVCodeType = u32;
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@ -30,6 +28,4 @@ std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_cod
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// Compile a compute shader to SPIR-V.
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std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code);
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} // namespace ShaderCompiler
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} // namespace Vulkan
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} // namespace Vulkan::ShaderCompiler
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