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78 lines
1.7 KiB
C++
78 lines
1.7 KiB
C++
// 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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#include "VideoBackends/Null/ShaderCache.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VideoCommon.h"
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namespace Null
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{
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template <typename Uid>
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ShaderCache<Uid>::ShaderCache()
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{
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Clear();
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SETSTAT(stats.numPixelShadersCreated, 0);
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SETSTAT(stats.numPixelShadersAlive, 0);
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}
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template <typename Uid>
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ShaderCache<Uid>::~ShaderCache()
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{
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Clear();
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}
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template <typename Uid>
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void ShaderCache<Uid>::Clear()
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{
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m_shaders.clear();
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m_last_entry = nullptr;
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}
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template <typename Uid>
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bool ShaderCache<Uid>::SetShader(u32 primitive_type)
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{
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Uid uid = GetUid(primitive_type, APIType::OpenGL);
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// Check if the shader is already set
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if (m_last_entry)
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{
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if (uid == m_last_uid)
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{
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return true;
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}
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}
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m_last_uid = uid;
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// Check if the shader is already in the cache
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auto iter = m_shaders.find(uid);
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if (iter != m_shaders.end())
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{
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const std::string& entry = iter->second;
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m_last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return true;
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}
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// Need to compile a new shader
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ShaderCode code = GenerateCode(APIType::OpenGL, uid);
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m_shaders.emplace(uid, code.GetBuffer());
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return true;
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}
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template class ShaderCache<VertexShaderUid>;
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template class ShaderCache<GeometryShaderUid>;
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template class ShaderCache<PixelShaderUid>;
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std::unique_ptr<VertexShaderCache> VertexShaderCache::s_instance;
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std::unique_ptr<GeometryShaderCache> GeometryShaderCache::s_instance;
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std::unique_ptr<PixelShaderCache> PixelShaderCache::s_instance;
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}
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