// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #ifndef _VERTEXSHADERCACHE_H #define _VERTEXSHADERCACHE_H #include #include "D3DUtil.h" class VERTEXSHADERUID; namespace DX11 { class VertexShaderCache { public: static void Init(); static void Clear(); static void Shutdown(); static bool LoadShader(u32 components); static SharedPtr GetActiveShader() { return last_entry->shader; } static SharedPtr GetActiveShaderBytecode() { return last_entry->bytecode; } static ID3D11Buffer*const& GetConstantBuffer(); static ID3D11VertexShader* GetSimpleVertexShader(); static ID3D11VertexShader* GetClearVertexShader(); static ID3D11InputLayout* GetSimpleInputLayout(); static ID3D11InputLayout* GetClearInputLayout(); static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, SharedPtr bcodeblob); private: struct VSCacheEntry { SharedPtr shader; SharedPtr bytecode; // needed to initialize the input layout int frameCount; VSCacheEntry() : frameCount(0) {} void SetByteCode(SharedPtr blob) { bytecode = blob; } }; typedef std::map VSCache; static VSCache vshaders; static const VSCacheEntry* last_entry; }; } // namespace DX11 #endif // _VERTEXSHADERCACHE_H