mirror of https://github.com/PCSX2/pcsx2.git
120 lines
4.3 KiB
C++
120 lines
4.3 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/Pcsx2Defs.h"
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#include "common/HashCombine.h"
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#include "common/RedtapeWindows.h"
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#include "common/D3D11/ShaderCompiler.h"
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#include <cstdio>
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#include <d3d11.h>
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#include <string_view>
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#include <unordered_map>
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#include <vector>
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#include <wil/com.h>
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namespace D3D11
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{
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class ShaderCache
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{
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public:
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ShaderCache();
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~ShaderCache();
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D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
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bool UsingDebugShaders() const { return m_debug; }
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bool Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug);
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wil::com_ptr_nothrow<ID3DBlob> GetShaderBlob(ShaderCompiler::Type type, const std::string_view& shader_code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
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wil::com_ptr_nothrow<ID3D11VertexShader> GetVertexShader(ID3D11Device* device, const std::string_view& shader_code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
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bool GetVertexShaderAndInputLayout(ID3D11Device* device,
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ID3D11VertexShader** vs, ID3D11InputLayout** il,
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const D3D11_INPUT_ELEMENT_DESC* layout, size_t layout_size,
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const std::string_view& shader_code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
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wil::com_ptr_nothrow<ID3D11GeometryShader> GetGeometryShader(ID3D11Device* device, const std::string_view& shader_code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
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wil::com_ptr_nothrow<ID3D11PixelShader> GetPixelShader(ID3D11Device* device, const std::string_view& shader_code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
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wil::com_ptr_nothrow<ID3D11ComputeShader> GetComputeShader(ID3D11Device* device, const std::string_view& shader_code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
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private:
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static constexpr u32 FILE_VERSION = 1;
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struct CacheIndexKey
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{
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u64 source_hash_low;
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u64 source_hash_high;
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u64 macro_hash_low;
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u64 macro_hash_high;
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u64 entry_point_low;
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u64 entry_point_high;
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u32 source_length;
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ShaderCompiler::Type shader_type;
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bool operator==(const CacheIndexKey& key) const;
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bool operator!=(const CacheIndexKey& key) const;
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};
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struct CacheIndexEntryHasher
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{
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std::size_t operator()(const CacheIndexKey& e) const noexcept
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{
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std::size_t h = 0;
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HashCombine(h, e.entry_point_low, e.entry_point_high, e.macro_hash_low, e.macro_hash_high,
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e.source_hash_low, e.source_hash_high, e.source_length, e.shader_type);
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return h;
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}
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};
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struct CacheIndexData
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{
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u32 file_offset;
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u32 blob_size;
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};
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using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
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static std::string GetCacheBaseFileName(const std::string_view& base_path, D3D_FEATURE_LEVEL feature_level,
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bool debug);
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static CacheIndexKey GetCacheKey(ShaderCompiler::Type type, const std::string_view& shader_code,
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const D3D_SHADER_MACRO* macros, const char* entry_point);
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bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
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bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
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void Close();
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wil::com_ptr_nothrow<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, const std::string_view& shader_code,
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const D3D_SHADER_MACRO* macros, const char* entry_point);
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std::FILE* m_index_file = nullptr;
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std::FILE* m_blob_file = nullptr;
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CacheIndex m_index;
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D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
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u32 m_version = 0;
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bool m_debug = false;
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};
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} // namespace D3D11
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