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VideoBackends/Vulkan: Use nested namespace specifiers where applicable

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lioncash committed Jun 17, 2019
1 parent ec60027 commit 72b04a353ddfa79ec10fe447bef8eeaefc824976
@@ -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
@@ -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

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