/* 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/RedtapeWilCom.h" #include "common/D3D11/ShaderCompiler.h" #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