dolphin/Source/Core/VideoBackends/D3D/GeometryShaderCache.h
2017-07-30 17:43:59 +10:00

51 lines
1.2 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
#include <map>
#include "VideoCommon/GeometryShaderGen.h"
namespace DX11
{
class GeometryShaderCache
{
public:
static void Init();
static void Reload();
static void Clear();
static void Shutdown();
static bool SetShader(u32 primitive_type);
static bool CompileShader(const GeometryShaderUid& uid);
static bool InsertByteCode(const GeometryShaderUid& uid, const u8* bytecode, size_t len);
static void PrecompileShaders();
static ID3D11GeometryShader* GetClearGeometryShader();
static ID3D11GeometryShader* GetCopyGeometryShader();
static ID3D11Buffer*& GetConstantBuffer();
private:
struct GSCacheEntry
{
ID3D11GeometryShader* shader;
GSCacheEntry() : shader(nullptr) {}
void Destroy() { SAFE_RELEASE(shader); }
};
typedef std::map<GeometryShaderUid, GSCacheEntry> GSCache;
static void LoadShaderCache();
static GSCache GeometryShaders;
static const GSCacheEntry* last_entry;
static GeometryShaderUid last_uid;
static const GSCacheEntry pass_entry;
};
} // namespace DX11