mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
91d540ad67
Fix all remaining window resizing issues. Implement screenshot functionality (doesn't seem to work completely, yet). Assign debug names to (hopefully) all remaining device objects. Flush the GPU's command buffer in Close() to make the ReportLiveDeviceObjects output clearer. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5730 8ced0084-cf51-0410-be5f-012b33b47a6e
73 lines
1.9 KiB
C++
73 lines
1.9 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _VERTEXSHADERCACHE_H
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#define _VERTEXSHADERCACHE_H
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#include "D3DBase.h"
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#include <map>
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#include <string>
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#include "D3DBase.h"
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#include "VertexShaderGen.h"
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#include "d3dcompiler.h"
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class VertexShaderCache
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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 bool SetShader(u32 components);
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static ID3D11VertexShader* GetSimpleVertexShader();
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static ID3D11VertexShader* GetClearVertexShader();
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static ID3D11InputLayout* GetSimpleInputLayout();
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static ID3D11InputLayout* GetClearInputLayout();
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static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob);
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private:
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struct VSCacheEntry
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{
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ID3D11VertexShader* shader;
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D3DBlob* bytecode; // needed to initialize the input layout
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int frameCount;
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VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {}
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void SetByteCode(D3DBlob* blob)
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{
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SAFE_RELEASE(bytecode);
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bytecode = blob;
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blob->AddRef();
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}
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void Destroy()
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{
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SAFE_RELEASE(shader);
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SAFE_RELEASE(bytecode);
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}
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};
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typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
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static VSCache vshaders;
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static const VSCacheEntry* last_entry;
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};
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#endif // _VERTEXSHADERCACHE_H
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