mirror of https://github.com/PCSX2/pcsx2.git
118 lines
4.1 KiB
C++
118 lines
4.1 KiB
C++
/* 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 <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#pragma once
|
|
#include "common/Pcsx2Defs.h"
|
|
#include "common/HashCombine.h"
|
|
#include "common/RedtapeWindows.h"
|
|
#include "common/RedtapeWilCom.h"
|
|
#include "common/D3D11/ShaderCompiler.h"
|
|
|
|
#include <cstdio>
|
|
#include <d3d11.h>
|
|
#include <string_view>
|
|
#include <unordered_map>
|
|
#include <vector>
|
|
|
|
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);
|
|
void Close();
|
|
|
|
wil::com_ptr_nothrow<ID3DBlob> 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<ID3D11VertexShader> 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<ID3D11PixelShader> GetPixelShader(ID3D11Device* device, const std::string_view& shader_code,
|
|
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
|
|
|
wil::com_ptr_nothrow<ID3D11ComputeShader> 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<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
|
|
|
|
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);
|
|
|
|
wil::com_ptr_nothrow<ID3DBlob> 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
|