dolphin/Source/Core/VideoBackends/D3D/PixelShaderCache.h

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
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#include "PixelShaderGen.h"
#include <d3d11.h>
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#include <map>
enum DSTALPHA_MODE;
namespace DX11
{
class PixelShaderCache
{
public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
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static bool InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer* &GetConstantBuffer();
static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetClearProgram();
static ID3D11PixelShader* ReinterpRGBA6ToRGB8(bool multisampled);
static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
static void InvalidateMSAAShaders();
private:
struct PSCacheEntry
{
ID3D11PixelShader* shader;
std::string code;
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PSCacheEntry() : shader(NULL) {}
void Destroy() { SAFE_RELEASE(shader); }
};
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typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
static PSCache PixelShaders;
static const PSCacheEntry* last_entry;
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static PixelShaderUid last_uid;
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static UidChecker<PixelShaderUid,PixelShaderCode> pixel_uid_checker;
};
} // namespace DX11