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2f134c5c36
Without UID checking, it's basically a no-op that disables shader cache and stores the shader source code (without ever reading it back).
62 lines
1.5 KiB
C++
62 lines
1.5 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 <map>
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DBlob.h"
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#include "VideoCommon/VertexShaderGen.h"
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namespace DX11
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{
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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(); // TODO: Should be renamed to LoadShader
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static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
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static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }
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static ID3D11Buffer*& GetConstantBuffer();
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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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VSCacheEntry() : shader(nullptr), bytecode(nullptr) {}
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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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static VertexShaderUid last_uid;
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};
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} // namespace DX11
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