dolphin/Source/Core/VideoBackends/D3D/VertexShaderCache.h

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <map>
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBlob.h"
#include "VideoCommon/VertexShaderGen.h"
namespace DX11 {
class VertexShaderCache
{
public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(u32 components); // TODO: Should be renamed to LoadShader
static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }
static ID3D11Buffer* &GetConstantBuffer();
static ID3D11VertexShader* GetSimpleVertexShader();
static ID3D11VertexShader* GetClearVertexShader();
static ID3D11InputLayout* GetSimpleInputLayout();
static ID3D11InputLayout* GetClearInputLayout();
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static bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob);
private:
struct VSCacheEntry
{
ID3D11VertexShader* shader;
D3DBlob* bytecode; // needed to initialize the input layout
std::string code;
VSCacheEntry() : shader(nullptr), bytecode(nullptr) {}
void SetByteCode(D3DBlob* blob)
{
SAFE_RELEASE(bytecode);
bytecode = blob;
blob->AddRef();
}
void Destroy()
{
SAFE_RELEASE(shader);
SAFE_RELEASE(bytecode);
}
};
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typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
static VSCache vshaders;
static const VSCacheEntry* last_entry;
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static VertexShaderUid last_uid;
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static UidChecker<VertexShaderUid,VertexShaderCode> vertex_uid_checker;
};
} // namespace DX11