/* Copyright 2021 flyinghead This file is part of Flycast. Flycast 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, either version 2 of the License, or (at your option) any later version. Flycast 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 for more details. You should have received a copy of the GNU General Public License along with Flycast. If not, see . */ #pragma once #include #include #include #include #include "types.h" #include "windows/comptr.h" #include "../dx11_shaders.h" class DX11OITShaders : CachedDX11Shaders { public: enum Pass { Depth, Color, OIT }; void init(const ComPtr& device, pD3DCompile D3DCompile); const ComPtr& getShader(bool pp_Texture, bool pp_UseAlpha, bool pp_IgnoreTexA, u32 pp_ShadInstr, bool pp_Offset, u32 pp_FogCtrl, bool pp_BumpMap, bool fog_clamping, int palette, bool gouraud, bool alphaTest, bool clipInside, bool twoVolumes, Pass pass); const ComPtr& getVertexShader(bool gouraud, bool naomi2, bool positionOnly, bool lightOn, bool twoVolumes = true); const ComPtr& getModVolShader(); const ComPtr& getMVVertexShader(bool naomi2); const ComPtr& getFinalShader(bool dithering); const ComPtr& getTrModVolShader(int type); const ComPtr& getFinalVertexShader(); void term() { saveCache(CacheFile); shaders.clear(); vertexShaders.clear(); for (auto& shader : modVolVertexShaders) shader.reset(); for (auto& shader : modVolShaders) shader.reset(); for (auto& shader : trModVolShaders) shader.reset(); for (auto& shader : finalShaders) shader.reset(); clearShader.reset(); finalVertexShader.reset(); device.reset(); } ComPtr getVertexShaderBlob(); ComPtr getMVVertexShaderBlob(); ComPtr getFinalVertexShaderBlob(); private: ComPtr compileShader(const char *source, const char* function, const char* profile, const D3D_SHADER_MACRO *pDefines); ComPtr compileVS(const char *source, const char* function, const D3D_SHADER_MACRO *pDefines); ComPtr compilePS(const char *source, const char* function, const D3D_SHADER_MACRO *pDefines); ComPtr device; std::unordered_map> shaders; std::unordered_map> vertexShaders; ComPtr modVolShaders[2]; ComPtr modVolVertexShaders[4]; ComPtr trModVolShaders[16]; ComPtr finalShaders[2]; ComPtr clearShader; ComPtr finalVertexShader; pD3DCompile D3DCompile = nullptr; int maxLayers = 0; constexpr static const char *CacheFile = "dx11oit_shader_cache.bin"; };