snes9x/win32/CVulkan.h

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C
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#pragma once
#include "IS9xDisplayOutput.h"
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#include "../vulkan/vulkan_context.hpp"
#include "../vulkan/vulkan_texture.hpp"
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#include "../vulkan/vulkan_shader_chain.hpp"
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#include <functional>
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class CVulkan : public IS9xDisplayOutput
{
private:
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void create_pipeline();
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HWND hWnd;
std::unique_ptr<Vulkan::Context> context;
Vulkan::Swapchain* swapchain;
vk::Device device;
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vk::UniqueDescriptorSetLayout descriptor_set_layout;
vk::UniquePipelineLayout pipeline_layout;
vk::UniquePipeline pipeline;
vk::Sampler linear_sampler;
vk::Sampler nearest_sampler;
std::vector<Vulkan::Texture> textures;
std::vector<vk::UniqueDescriptorSet> descriptors;
std::vector<uint16_t> filtered_image;
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std::unique_ptr<Vulkan::ShaderChain> shaderchain;
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std::string current_shadername;
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int current_width;
int current_height;
public:
bool Initialize(HWND hWnd);
void DeInitialize();
void Render(SSurface Src);
bool ChangeRenderSize(unsigned int newWidth, unsigned int newHeight);
bool ApplyDisplayChanges(void);
bool SetFullscreen(bool fullscreen);
void SetSnes9xColorFormat();
void EnumModes(std::vector<dMode>* modeVector);
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std::vector<SlangShader::Parameter> *GetShaderParameters(void);
std::function<void(const char *)> GetShaderParametersSaveFunction();
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};