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https://github.com/dolphin-emu/dolphin.git
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2d45204f12
Prevents implicit conversions
100 lines
2.9 KiB
C++
100 lines
2.9 KiB
C++
// Copyright 2008 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 <d3d11.h>
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#include <map>
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#include "VideoCommon/AsyncShaderCompiler.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/UberShaderPixel.h"
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namespace DX11
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{
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class D3DBlob;
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class PixelShaderCache
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{
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public:
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static void Init();
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static void Reload();
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static void Clear();
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static void Shutdown();
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static bool SetShader();
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static bool SetUberShader();
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static bool InsertByteCode(const PixelShaderUid& uid, const u8* data, size_t len);
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static bool InsertByteCode(const UberShader::PixelShaderUid& uid, const u8* data, size_t len);
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static bool InsertShader(const PixelShaderUid& uid, ID3D11PixelShader* shader);
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static bool InsertShader(const UberShader::PixelShaderUid& uid, ID3D11PixelShader* shader);
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static void QueueUberShaderCompiles();
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static ID3D11Buffer* GetConstantBuffer();
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static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
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static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetClearProgram();
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static ID3D11PixelShader* GetAnaglyphProgram();
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static ID3D11PixelShader* GetDepthResolveProgram();
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static ID3D11PixelShader* ReinterpRGBA6ToRGB8(bool multisampled);
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static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
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static void InvalidateMSAAShaders();
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private:
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struct PSCacheEntry
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{
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ID3D11PixelShader* shader;
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bool pending;
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PSCacheEntry() : shader(nullptr), pending(false) {}
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void Destroy() { SAFE_RELEASE(shader); }
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};
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class PixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
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{
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public:
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explicit PixelShaderCompilerWorkItem(const PixelShaderUid& uid);
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~PixelShaderCompilerWorkItem() override;
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bool Compile() override;
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void Retrieve() override;
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private:
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PixelShaderUid m_uid;
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ID3D11PixelShader* m_shader = nullptr;
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D3DBlob* m_bytecode = nullptr;
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};
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class UberPixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
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{
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public:
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explicit UberPixelShaderCompilerWorkItem(const UberShader::PixelShaderUid& uid);
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~UberPixelShaderCompilerWorkItem() override;
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bool Compile() override;
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void Retrieve() override;
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private:
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UberShader::PixelShaderUid m_uid;
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ID3D11PixelShader* m_shader = nullptr;
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D3DBlob* m_bytecode = nullptr;
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};
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typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
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typedef std::map<UberShader::PixelShaderUid, PSCacheEntry> UberPSCache;
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static void LoadShaderCache();
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static PSCache PixelShaders;
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static UberPSCache UberPixelShaders;
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static const PSCacheEntry* last_entry;
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static const PSCacheEntry* last_uber_entry;
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static PixelShaderUid last_uid;
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static UberShader::PixelShaderUid last_uber_uid;
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};
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} // namespace DX11
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