dolphin/Source/Plugins/Plugin_VideoMerge/Src/DX11/DX11_VertexShaderCache.h

81 lines
2.3 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _DX11_VERTEXSHADERCACHE_H
#define _DX11_VERTEXSHADERCACHE_H
#include <map>
#include "VertexShaderGen.h"
#include "DX11_D3DBase.h"
#include "../VertexShaderCache.h"
namespace DX11
{
class VertexShaderCache : public ::VertexShaderCacheBase
{
public:
VertexShaderCache();
~VertexShaderCache();
static void Clear();
bool SetShader(u32 components);
static ID3D11VertexShader* GetSimpleVertexShader();
static ID3D11VertexShader* GetClearVertexShader();
static ID3D11InputLayout* GetSimpleInputLayout();
static ID3D11InputLayout* GetClearInputLayout();
static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob);
void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
void SetVSConstant4fv(unsigned int const_number, const float* f);
void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float* f);
void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float* f);
private:
struct VSCacheEntry
{
ID3D11VertexShader* shader;
D3DBlob* bytecode; // needed to initialize the input layout
int frameCount;
VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {}
void SetByteCode(D3DBlob* blob)
{
SAFE_RELEASE(bytecode);
bytecode = blob;
blob->AddRef();
}
void Destroy()
{
SAFE_RELEASE(shader);
SAFE_RELEASE(bytecode);
}
};
typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
static VSCache vshaders;
static const VSCacheEntry* last_entry;
};
}
#endif // _VERTEXSHADERCACHE_H