// Copyright 2015 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include "VideoCommon/GeometryShaderGen.h" #include "VideoCommon/PixelShaderGen.h" #include "VideoCommon/VertexShaderGen.h" namespace DX12 { class D3DBlob; class ShaderCache final { public: static void Init(); static void Clear(); static void Shutdown(); static void LoadAndSetActiveShaders(u32 gs_primitive_type); template static D3D12_SHADER_BYTECODE InsertByteCode(const UidType& uid, ShaderCacheType* shader_cache, ID3DBlob* bytecode_blob); static D3D12_SHADER_BYTECODE GetActiveGeometryShaderBytecode(); static D3D12_SHADER_BYTECODE GetActivePixelShaderBytecode(); static D3D12_SHADER_BYTECODE GetActiveVertexShaderBytecode(); static const GeometryShaderUid* GetActiveGeometryShaderUid(); static const PixelShaderUid* GetActivePixelShaderUid(); static const VertexShaderUid* GetActiveVertexShaderUid(); static D3D12_SHADER_BYTECODE GetGeometryShaderFromUid(const GeometryShaderUid* uid); static D3D12_SHADER_BYTECODE GetPixelShaderFromUid(const PixelShaderUid* uid); static D3D12_SHADER_BYTECODE GetVertexShaderFromUid(const VertexShaderUid* uid); static D3D12_PRIMITIVE_TOPOLOGY_TYPE GetCurrentPrimitiveTopology(); private: static void SetCurrentPrimitiveTopology(u32 gs_primitive_type); static void HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_type); static void HandlePSUIDChange(PixelShaderUid ps_uid); static void HandleVSUIDChange(VertexShaderUid vs_uid); }; }