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D3D12: Initial commit for D3D12 backend implementation.
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Source/Core/VideoBackends/D3D12/ShaderCache.h
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50
Source/Core/VideoBackends/D3D12/ShaderCache.h
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// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/VertexShaderGen.h"
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namespace DX12
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{
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class D3DBlob;
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class ShaderCache final
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{
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public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static void LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 gs_primitive_type);
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template<class UidType, class ShaderCacheType>
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static D3D12_SHADER_BYTECODE InsertByteCode(const UidType& uid, ShaderCacheType* shader_cache, ID3DBlob* bytecode_blob);
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static D3D12_SHADER_BYTECODE GetActiveGeometryShaderBytecode();
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static D3D12_SHADER_BYTECODE GetActivePixelShaderBytecode();
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static D3D12_SHADER_BYTECODE GetActiveVertexShaderBytecode();
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static const GeometryShaderUid* GetActiveGeometryShaderUid();
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static const PixelShaderUid* GetActivePixelShaderUid();
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static const VertexShaderUid* GetActiveVertexShaderUid();
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static D3D12_SHADER_BYTECODE GetGeometryShaderFromUid(const GeometryShaderUid* uid);
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static D3D12_SHADER_BYTECODE GetPixelShaderFromUid(const PixelShaderUid* uid);
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static D3D12_SHADER_BYTECODE GetVertexShaderFromUid(const VertexShaderUid* uid);
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static D3D12_PRIMITIVE_TOPOLOGY_TYPE GetCurrentPrimitiveTopology();
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private:
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static void SetCurrentPrimitiveTopology(u32 gs_primitive_type);
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static void HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_type);
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static void HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_alpha_mode);
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static void HandleVSUIDChange(VertexShaderUid vs_uid);
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};
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}
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