112 lines
3.1 KiB
C++
112 lines
3.1 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <map>
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DBlob.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
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#include "VideoCommon/UberShaderVertex.h"
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#include "VideoCommon/VertexShaderGen.h"
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namespace DX11
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{
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class D3DVertexFormat;
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class VertexShaderCache
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{
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public:
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static void Init();
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static void Reload();
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static void Clear();
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static void Shutdown();
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static bool SetShader(D3DVertexFormat* vertex_format);
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static bool SetUberShader(D3DVertexFormat* vertex_format);
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static void RetreiveAsyncShaders();
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static void QueueUberShaderCompiles();
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static void WaitForBackgroundCompilesToComplete();
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static ID3D11Buffer*& GetConstantBuffer();
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static ID3D11VertexShader* GetSimpleVertexShader();
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static ID3D11VertexShader* GetClearVertexShader();
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static ID3D11InputLayout* GetSimpleInputLayout();
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static ID3D11InputLayout* GetClearInputLayout();
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static bool InsertByteCode(const VertexShaderUid& uid, D3DBlob* blob);
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static bool InsertByteCode(const UberShader::VertexShaderUid& uid, D3DBlob* blob);
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static bool InsertShader(const VertexShaderUid& uid, ID3D11VertexShader* shader, D3DBlob* blob);
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static bool InsertShader(const UberShader::VertexShaderUid& uid, ID3D11VertexShader* shader,
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D3DBlob* blob);
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private:
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struct VSCacheEntry
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{
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ID3D11VertexShader* shader;
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D3DBlob* bytecode; // needed to initialize the input layout
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bool pending;
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VSCacheEntry() : shader(nullptr), bytecode(nullptr), pending(false) {}
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void SetByteCode(D3DBlob* blob)
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{
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SAFE_RELEASE(bytecode);
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bytecode = blob;
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blob->AddRef();
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}
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void Destroy()
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{
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SAFE_RELEASE(shader);
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SAFE_RELEASE(bytecode);
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}
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};
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class VertexShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
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{
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public:
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explicit VertexShaderCompilerWorkItem(const VertexShaderUid& uid);
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~VertexShaderCompilerWorkItem() override;
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bool Compile() override;
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void Retrieve() override;
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private:
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VertexShaderUid m_uid;
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D3DBlob* m_bytecode = nullptr;
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ID3D11VertexShader* m_vs = nullptr;
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};
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class UberVertexShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
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{
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public:
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explicit UberVertexShaderCompilerWorkItem(const UberShader::VertexShaderUid& uid);
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~UberVertexShaderCompilerWorkItem() override;
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bool Compile() override;
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void Retrieve() override;
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private:
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UberShader::VertexShaderUid m_uid;
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D3DBlob* m_bytecode = nullptr;
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ID3D11VertexShader* m_vs = nullptr;
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};
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typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
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typedef std::map<UberShader::VertexShaderUid, VSCacheEntry> UberVSCache;
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static void LoadShaderCache();
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static void SetInputLayout();
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static VSCache vshaders;
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static UberVSCache ubervshaders;
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static const VSCacheEntry* last_entry;
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static const VSCacheEntry* last_uber_entry;
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static VertexShaderUid last_uid;
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static UberShader::VertexShaderUid last_uber_uid;
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};
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} // namespace DX11
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