Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
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src/util/vulkan_loader.h
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100
src/util/vulkan_loader.h
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// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#define VK_NO_PROTOTYPES
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#ifdef _WIN32
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#define VK_USE_PLATFORM_WIN32_KHR
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// vulkan.h pulls in windows.h on Windows, so we need to include our replacement header first
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#include "common/windows_headers.h"
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#elif defined(__APPLE__)
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#define VK_USE_PLATFORM_METAL_EXT
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#elif defined(__ANDROID__)
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#define VK_USE_PLATFORM_ANDROID_KHR
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#else
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#ifdef USE_X11
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#define VK_USE_PLATFORM_XLIB_KHR
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#endif
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#ifdef USE_WAYLAND
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#define VK_USE_PLATFORM_WAYLAND_KHR
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#endif
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#endif
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#include "vulkan/vulkan.h"
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#if defined(USE_X11)
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// This breaks a bunch of our code. They shouldn't be #defines in the first place.
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#ifdef None
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#undef None
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#endif
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#ifdef Always
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#undef Always
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#endif
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#ifdef Status
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#undef Status
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#endif
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#ifdef CursorShape
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#undef CursorShape
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#endif
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#ifdef KeyPress
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#undef KeyPress
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#endif
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#ifdef KeyRelease
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#undef KeyRelease
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#endif
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#ifdef FocusIn
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#undef FocusIn
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#endif
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#ifdef FocusOut
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#undef FocusOut
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#endif
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#ifdef FontChange
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#undef FontChange
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#endif
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#ifdef Expose
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#undef Expose
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#endif
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#ifdef Unsorted
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#undef Unsorted
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#endif
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#ifdef Bool
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#undef Bool
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#endif
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#endif
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#include "vulkan_entry_points.h"
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// We include vk_mem_alloc globally, so we don't accidentally include it before the vulkan header somewhere.
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#ifdef __clang__
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wnullability-completeness"
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#pragma clang diagnostic ignored "-Wunused-variable"
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#elif defined(_MSC_VER)
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#pragma warning(push, 0)
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#endif
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#define VMA_STATIC_VULKAN_FUNCTIONS 1
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#define VMA_DYNAMIC_VULKAN_FUNCTIONS 0
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#define VMA_STATS_STRING_ENABLED 0
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#include "vulkan/vk_mem_alloc.h"
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#ifdef __clang__
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#pragma clang diagnostic pop
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#elif defined(_MSC_VER)
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#pragma warning(pop)
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#endif
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namespace Vulkan {
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bool IsVulkanLibraryLoaded();
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bool LoadVulkanLibrary();
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bool LoadVulkanInstanceFunctions(VkInstance instance);
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bool LoadVulkanDeviceFunctions(VkDevice device);
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void UnloadVulkanLibrary();
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void ResetVulkanLibraryFunctionPointers();
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} // namespace Vulkan
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