/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 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 PCSX2.
* If not, see .
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/HashCombine.h"
#include "common/RedtapeWindows.h"
#include "common/D3D11/ShaderCompiler.h"
#include
#include
#include
#include
#include
#include
namespace D3D11
{
class ShaderCache
{
public:
ShaderCache();
~ShaderCache();
D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
bool UsingDebugShaders() const { return m_debug; }
bool Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug);
wil::com_ptr_nothrow GetShaderBlob(ShaderCompiler::Type type, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow GetVertexShader(ID3D11Device* device, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
bool GetVertexShaderAndInputLayout(ID3D11Device* device,
ID3D11VertexShader** vs, ID3D11InputLayout** il,
const D3D11_INPUT_ELEMENT_DESC* layout, size_t layout_size,
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow GetGeometryShader(ID3D11Device* device, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow GetPixelShader(ID3D11Device* device, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
wil::com_ptr_nothrow GetComputeShader(ID3D11Device* device, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
private:
static constexpr u32 FILE_VERSION = 1;
struct CacheIndexKey
{
u64 source_hash_low;
u64 source_hash_high;
u64 macro_hash_low;
u64 macro_hash_high;
u64 entry_point_low;
u64 entry_point_high;
u32 source_length;
ShaderCompiler::Type shader_type;
bool operator==(const CacheIndexKey& key) const;
bool operator!=(const CacheIndexKey& key) const;
};
struct CacheIndexEntryHasher
{
std::size_t operator()(const CacheIndexKey& e) const noexcept
{
std::size_t h = 0;
HashCombine(h, e.entry_point_low, e.entry_point_high, e.macro_hash_low, e.macro_hash_high,
e.source_hash_low, e.source_hash_high, e.source_length, e.shader_type);
return h;
}
};
struct CacheIndexData
{
u32 file_offset;
u32 blob_size;
};
using CacheIndex = std::unordered_map;
static std::string GetCacheBaseFileName(const std::string_view& base_path, D3D_FEATURE_LEVEL feature_level,
bool debug);
static CacheIndexKey GetCacheKey(ShaderCompiler::Type type, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros, const char* entry_point);
bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
void Close();
wil::com_ptr_nothrow CompileAndAddShaderBlob(const CacheIndexKey& key, const std::string_view& shader_code,
const D3D_SHADER_MACRO* macros, const char* entry_point);
std::FILE* m_index_file = nullptr;
std::FILE* m_blob_file = nullptr;
CacheIndex m_index;
D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
u32 m_version = 0;
bool m_debug = false;
};
} // namespace D3D11