dolphin/Source/Core/VideoBackends/D3D/PixelShaderCache.h
Scott Mansell 2f134c5c36 Remove the rest of ShaderDebugging.
Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
2016-06-26 16:25:11 +12:00

57 lines
1.5 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
#include <map>
#include "VideoCommon/PixelShaderGen.h"
enum DSTALPHA_MODE;
namespace DX11
{
class PixelShaderCache
{
public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(DSTALPHA_MODE dstAlphaMode); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const PixelShaderUid& uid, const void* bytecode,
unsigned int bytecodelen);
static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer*& GetConstantBuffer();
static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetClearProgram();
static ID3D11PixelShader* GetAnaglyphProgram();
static ID3D11PixelShader* GetDepthResolveProgram();
static ID3D11PixelShader* ReinterpRGBA6ToRGB8(bool multisampled);
static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
static void InvalidateMSAAShaders();
private:
struct PSCacheEntry
{
ID3D11PixelShader* shader;
PSCacheEntry() : shader(nullptr) {}
void Destroy() { SAFE_RELEASE(shader); }
};
typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
static PSCache PixelShaders;
static const PSCacheEntry* last_entry;
static PixelShaderUid last_uid;
};
} // namespace DX11