// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include "Common.h" #include "LinearDiskCache.h" #include "D3DBase.h" #include #include "PixelShaderGen.h" #include "VertexShaderGen.h" namespace DX9 { typedef u32 tevhash; tevhash GetCurrentTEV(); class PixelShaderCache { private: struct PSCacheEntry { LPDIRECT3DPIXELSHADER9 shader; bool owns_shader; PIXELSHADERUIDSAFE safe_uid; std::string code; PSCacheEntry() : shader(NULL), owns_shader(true) {} void Destroy() { if (shader && owns_shader) shader->Release(); shader = NULL; } }; typedef std::map PSCache; static PSCache PixelShaders; static const PSCacheEntry *last_entry; static PIXELSHADERUID last_uid; static void Clear(); public: static void Init(); static void Shutdown(); static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 componets); static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate); static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode); static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode); static LPDIRECT3DPIXELSHADER9 GetDepthMatrixProgram(int SSAAMode, bool depthConversion); static LPDIRECT3DPIXELSHADER9 GetClearProgram(); static LPDIRECT3DPIXELSHADER9 ReinterpRGBA6ToRGB8(); static LPDIRECT3DPIXELSHADER9 ReinterpRGB8ToRGBA6(); }; } // namespace DX9