83 lines
3.1 KiB
C++
83 lines
3.1 KiB
C++
/*
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Copyright 2021 flyinghead
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This file is part of Flycast.
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Flycast is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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Flycast is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Flycast. If not, see <https://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <unordered_map>
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#include <memory>
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include "types.h"
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#include "windows/comptr.h"
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class CachedDX11Shaders
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{
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protected:
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void enableCache(bool enable) { this->enabled = enable; }
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void saveCache(const std::string& filename);
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void loadCache(const std::string& filename);
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u64 hashShader(const char* source, const char* function, const char* profile, const D3D_SHADER_MACRO *pDefines = nullptr, const char *includeFile = nullptr);
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bool lookupShader(u64 hash, ComPtr<ID3DBlob>& blob);
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void cacheShader(u64 hash, const ComPtr<ID3DBlob>& blob);
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private:
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struct ShaderBlob
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{
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u32 size;
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std::unique_ptr<u8[]> blob;
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};
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std::unordered_map<u64, ShaderBlob> shaderCache;
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bool enabled = true;
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};
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class DX11Shaders : CachedDX11Shaders
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{
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public:
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void init(const ComPtr<ID3D11Device>& device, pD3DCompile D3DCompile);
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void term();
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const ComPtr<ID3D11PixelShader>& getShader(bool pp_Texture, bool pp_UseAlpha, bool pp_IgnoreTexA, u32 pp_ShadInstr,
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bool pp_Offset, u32 pp_FogCtrl, bool pp_BumpMap, bool fog_clamping, bool trilinear, bool palette, bool gouraud,
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bool alphaTest, bool clipInside, bool nearestWrapFix);
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const ComPtr<ID3D11VertexShader>& getVertexShader(bool gouraud, bool naomi2);
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const ComPtr<ID3D11PixelShader>& getModVolShader();
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const ComPtr<ID3D11VertexShader>& getMVVertexShader(bool naomi2);
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const ComPtr<ID3D11PixelShader>& getQuadPixelShader();
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const ComPtr<ID3D11VertexShader>& getQuadVertexShader(bool rotate);
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ComPtr<ID3DBlob> getVertexShaderBlob();
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ComPtr<ID3DBlob> getMVVertexShaderBlob();
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ComPtr<ID3DBlob> getQuadVertexShaderBlob();
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private:
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ComPtr<ID3DBlob> compileShader(const char *source, const char* function, const char* profile, const D3D_SHADER_MACRO *pDefines);
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ComPtr<ID3D11VertexShader> compileVS(const char *source, const char* function, const D3D_SHADER_MACRO *pDefines);
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ComPtr<ID3D11PixelShader> compilePS(const char *source, const char* function, const D3D_SHADER_MACRO *pDefines);
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ComPtr<ID3D11Device> device;
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std::unordered_map<u32, ComPtr<ID3D11PixelShader>> shaders;
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ComPtr<ID3D11VertexShader> vertexShaders[8];
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ComPtr<ID3D11PixelShader> modVolShader;
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ComPtr<ID3D11VertexShader> modVolVertexShaders[4];
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ComPtr<ID3D11PixelShader> quadPixelShader;
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ComPtr<ID3D11VertexShader> quadVertexShader;
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ComPtr<ID3D11VertexShader> quadRotateVertexShader;
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pD3DCompile D3DCompile = nullptr;
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constexpr static const char *CacheFile = "dx11_shader_cache.bin";
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};
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