/* 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 "dx11context.h" #include class DX11Shaders { public: void init(const ComPtr& device) { this->device = device; } 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, bool trilinear, bool palette, bool gouraud, bool alphaTest); const ComPtr& getVertexShader(bool gouraud); const ComPtr& getModVolShader(); const ComPtr& getMVVertexShader(); const ComPtr& getQuadPixelShader(); const ComPtr& getQuadVertexShader(bool rotate); void term() { shaders.clear(); gouraudVertexShader.reset(); flatVertexShader.reset(); modVolShader.reset(); modVolVertexShader.reset(); quadVertexShader.reset(); quadRotateVertexShader.reset(); quadPixelShader.reset(); device.reset(); } ComPtr getVertexShaderBlob(); ComPtr getMVVertexShaderBlob(); ComPtr getQuadVertexShaderBlob(); 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; ComPtr gouraudVertexShader; ComPtr flatVertexShader; ComPtr modVolShader; ComPtr modVolVertexShader; ComPtr quadPixelShader; ComPtr quadVertexShader; ComPtr quadRotateVertexShader; };