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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#include "../dx11_shaders.h"
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class DX11OITShaders : CachedDX11Shaders
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{
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public:
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enum Pass { Depth, Color, OIT };
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void init(const ComPtr<ID3D11Device>& device, pD3DCompile D3DCompile);
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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,
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bool palette, bool gouraud, bool alphaTest, bool clipInside, bool nearestWrapFix, bool twoVolumes, Pass pass);
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const ComPtr<ID3D11VertexShader>& getVertexShader(bool gouraud, bool naomi2, bool positionOnly, bool lightOn, bool twoVolumes = true);
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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>& getFinalShader();
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const ComPtr<ID3D11PixelShader>& getTrModVolShader(int type);
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const ComPtr<ID3D11VertexShader>& getFinalVertexShader();
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void term()
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{
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saveCache(CacheFile);
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shaders.clear();
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vertexShaders.clear();
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modVolShader.reset();
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for (auto& shader : modVolVertexShaders)
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shader.reset();
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for (auto& shader : trModVolShaders)
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shader.reset();
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finalShader.reset();
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clearShader.reset();
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finalVertexShader.reset();
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device.reset();
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}
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ComPtr<ID3DBlob> getVertexShaderBlob();
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ComPtr<ID3DBlob> getMVVertexShaderBlob();
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ComPtr<ID3DBlob> getFinalVertexShaderBlob();
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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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std::unordered_map<u32, ComPtr<ID3D11VertexShader>> vertexShaders;
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ComPtr<ID3D11PixelShader> modVolShader;
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ComPtr<ID3D11VertexShader> modVolVertexShaders[2];
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ComPtr<ID3D11PixelShader> trModVolShaders[4];
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ComPtr<ID3D11PixelShader> finalShader;
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ComPtr<ID3D11PixelShader> clearShader;
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ComPtr<ID3D11VertexShader> finalVertexShader;
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pD3DCompile D3DCompile = nullptr;
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constexpr static const char *CacheFile = "dx11oit_shader_cache.bin";
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};
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