// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include "VideoCommon/PixelShaderGen.h" namespace DX11 { class PixelShaderCache { public: static void Init(); static void Clear(); static void Shutdown(); static bool SetShader(); // TODO: Should be renamed to LoadShader 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* GetAnaglyphProgram(); static ID3D11PixelShader* GetDepthResolveProgram(); static ID3D11PixelShader* ReinterpRGBA6ToRGB8(bool multisampled); static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled); static void InvalidateMSAAShaders(); private: struct PSCacheEntry { ID3D11PixelShader* shader; PSCacheEntry() : shader(nullptr) {} void Destroy() { SAFE_RELEASE(shader); } }; typedef std::map PSCache; static PSCache PixelShaders; static const PSCacheEntry* last_entry; static PixelShaderUid last_uid; }; } // namespace DX11