// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include #include #include "VideoCommon/PixelShaderGen.h" 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 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; PSCacheEntry() : shader(nullptr) {} void Destroy() { SAFE_RELEASE(shader); } }; typedef std::map PSCache; static PSCache PixelShaders; static const PSCacheEntry* last_entry; static PixelShaderUid last_uid; static UidChecker pixel_uid_checker; }; } // namespace DX11