VideoBackends/Vulkan: Use nested namespace specifiers where applicable

This commit is contained in:
Lioncash 2019-06-17 16:57:30 -04:00
parent ec60027f56
commit 72b04a353d
2 changed files with 4 additions and 12 deletions

View File

@ -24,9 +24,7 @@
#include "VideoCommon/VideoConfig.h"
namespace Vulkan
{
namespace ShaderCompiler
namespace Vulkan::ShaderCompiler
{
// Registers itself for cleanup via atexit
bool InitializeGlslang();
@ -375,6 +373,4 @@ std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code
{
return CompileShaderToSPV(EShLangCompute, "cs", source_code, COMPUTE_SHADER_HEADER);
}
} // namespace ShaderCompiler
} // namespace Vulkan
} // namespace Vulkan::ShaderCompiler

View File

@ -11,9 +11,7 @@
#include "Common/CommonTypes.h"
namespace Vulkan
{
namespace ShaderCompiler
namespace Vulkan::ShaderCompiler
{
// SPIR-V compiled code type
using SPIRVCodeType = u32;
@ -30,6 +28,4 @@ std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_cod
// Compile a compute shader to SPIR-V.
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code);
} // namespace ShaderCompiler
} // namespace Vulkan
} // namespace Vulkan::ShaderCompiler