// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#include "VideoBackends/D3D12/StaticShaderCache.h"
#include "Common/StringUtil.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DShader.h"
#include "VideoCommon/VideoConfig.h"

namespace DX12
{
// Pixel Shader blobs
static ID3DBlob* s_color_matrix_program_blob[2] = {};
static ID3DBlob* s_color_copy_program_blob[2] = {};
static ID3DBlob* s_depth_matrix_program_blob[2] = {};
static ID3DBlob* s_depth_resolve_to_color_program_blob = {};
static ID3DBlob* s_clear_program_blob = {};
static ID3DBlob* s_anaglyph_program_blob = {};
static ID3DBlob* s_xfb_encode_shader_blob = {};
static ID3DBlob* s_xfb_decode_shader_blob = {};
static ID3DBlob* s_rgba6_to_rgb8_program_blob[2] = {};
static ID3DBlob* s_rgb8_to_rgba6_program_blob[2] = {};

// Vertex Shader blobs/input layouts
static ID3DBlob* s_simple_vertex_shader_blob = {};
static ID3DBlob* s_simple_clear_vertex_shader_blob = {};

static const D3D12_INPUT_ELEMENT_DESC s_simple_vertex_shader_input_elements[] = {
    {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
     0},
    {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
     0},
};

static const D3D12_INPUT_LAYOUT_DESC s_simple_vertex_shader_input_layout = {
    s_simple_vertex_shader_input_elements, ARRAYSIZE(s_simple_vertex_shader_input_elements)};

static const D3D12_INPUT_ELEMENT_DESC s_clear_vertex_shader_input_elements[] = {
    {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
     0},
    {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
};

static const D3D12_INPUT_LAYOUT_DESC s_clear_vertex_shader_input_layout = {
    s_clear_vertex_shader_input_elements, ARRAYSIZE(s_clear_vertex_shader_input_elements)};

// Geometry Shader blobs
static ID3DBlob* s_clear_geometry_shader_blob = nullptr;
static ID3DBlob* s_copy_geometry_shader_blob = nullptr;

// Pixel Shader HLSL
static constexpr const char s_clear_program_hlsl[] = {"void main(\n"
                                                      "out float4 ocol0 : SV_Target,\n"
                                                      "in float4 pos : SV_Position,\n"
                                                      "in float4 incol0 : COLOR0){\n"
                                                      "ocol0 = incol0;\n"
                                                      "}\n"};

// EXISTINGD3D11TODO: Find some way to avoid having separate shaders for non-MSAA and MSAA...
static constexpr const char s_color_copy_program_hlsl[] = {"sampler samp0 : register(s0);\n"
                                                           "Texture2DArray Tex0 : register(t0);\n"
                                                           "void main(\n"
                                                           "out float4 ocol0 : SV_Target,\n"
                                                           "in float4 pos : SV_Position,\n"
                                                           "in float3 uv0 : TEXCOORD0){\n"
                                                           "ocol0 = Tex0.Sample(samp0,uv0);\n"
                                                           "}\n"};

// Anaglyph Red-Cyan shader based on Dubois algorithm
// Constants taken from the paper:
// "Conversion of a Stereo Pair to Anaglyph with
// the Least-Squares Projection Method"
// Eric Dubois, March 2009
static constexpr const char s_anaglyph_program_hlsl[] = {
    "sampler samp0 : register(s0);\n"
    "Texture2DArray Tex0 : register(t0);\n"
    "void main(\n"
    "out float4 ocol0 : SV_Target,\n"
    "in float4 pos : SV_Position,\n"
    "in float3 uv0 : TEXCOORD0){\n"
    "float4 c0 = Tex0.Sample(samp0, float3(uv0.xy, 0.0));\n"
    "float4 c1 = Tex0.Sample(samp0, float3(uv0.xy, 1.0));\n"
    "float3x3 l = float3x3( 0.437, 0.449, 0.164,\n"
    "                      -0.062,-0.062,-0.024,\n"
    "                      -0.048,-0.050,-0.017);\n"
    "float3x3 r = float3x3(-0.011,-0.032,-0.007,\n"
    "                       0.377, 0.761, 0.009,\n"
    "                      -0.026,-0.093, 1.234);\n"
    "ocol0 = float4(mul(l, c0.rgb) + mul(r, c1.rgb), c0.a);\n"
    "}\n"};

// TODO: Improve sampling algorithm!
static constexpr const char s_color_copy_program_msaa_hlsl[] = {
    "#define SAMPLES %d\n"
    "sampler samp0 : register(s0);\n"
    "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
    "void main(\n"
    "out float4 ocol0 : SV_Target,\n"
    "in float4 pos : SV_Position,\n"
    "in float3 uv0 : TEXCOORD0){\n"
    "int width, height, slices, samples;\n"
    "Tex0.GetDimensions(width, height, slices, samples);\n"
    "ocol0 = 0;\n"
    "for(int i = 0; i < SAMPLES; ++i)\n"
    "	ocol0 += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
    "ocol0 /= SAMPLES;\n"
    "}\n"};

static constexpr const char s_depth_resolve_to_color_program_hlsl[] = {
    "#define SAMPLES %d\n"
    "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
    "void main(\n"
    "    out float ocol0 : SV_Target,\n"
    "    in float4 pos : SV_Position,\n"
    "    in float3 uv0 : TEXCOORD0)\n"
    "{\n"
    "	int width, height, slices, samples;\n"
    "	Tex0.GetDimensions(width, height, slices, samples);\n"
    "	ocol0 = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
    "	for(int i = 1; i < SAMPLES; ++i)\n"
    "		ocol0 = min(ocol0, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n"
    "}\n"};

static constexpr const char s_color_matrix_program_hlsl[] = {
    "sampler samp0 : register(s0);\n"
    "Texture2DArray Tex0 : register(t0);\n"
    "uniform float4 cColMatrix[7] : register(c0);\n"
    "void main(\n"
    "out float4 ocol0 : SV_Target,\n"
    "in float4 pos : SV_Position,\n"
    "in float3 uv0 : TEXCOORD0){\n"
    "float4 texcol = Tex0.Sample(samp0,uv0);\n"
    "texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
    "ocol0 = "
    "float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
    "texcol,cColMatrix[3])) + cColMatrix[4];\n"
    "}\n"};

static constexpr const char s_color_matrix_program_msaa_hlsl[] = {
    "#define SAMPLES %d\n"
    "sampler samp0 : register(s0);\n"
    "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
    "uniform float4 cColMatrix[7] : register(c0);\n"
    "void main(\n"
    "out float4 ocol0 : SV_Target,\n"
    "in float4 pos : SV_Position,\n"
    "in float3 uv0 : TEXCOORD0){\n"
    "int width, height, slices, samples;\n"
    "Tex0.GetDimensions(width, height, slices, samples);\n"
    "float4 texcol = 0;\n"
    "for(int i = 0; i < SAMPLES; ++i)\n"
    "	texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
    "texcol /= SAMPLES;\n"
    "texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
    "ocol0 = "
    "float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
    "texcol,cColMatrix[3])) + cColMatrix[4];\n"
    "}\n"};

static constexpr const char s_depth_matrix_program_hlsl[] = {
    "sampler samp0 : register(s0);\n"
    "Texture2DArray Tex0 : register(t0);\n"
    "uniform float4 cColMatrix[7] : register(c0);\n"
    "void main(\n"
    "out float4 ocol0 : SV_Target,\n"
    " in float4 pos : SV_Position,\n"
    " in float3 uv0 : TEXCOORD0){\n"
    "	float4 texcol = Tex0.Sample(samp0,uv0);\n"
    "	int depth = int((1.0 - texcol.x) * 16777216.0);\n"

    // Convert to Z24 format
    "	int4 workspace;\n"
    "	workspace.r = (depth >> 16) & 255;\n"
    "	workspace.g = (depth >> 8) & 255;\n"
    "	workspace.b = depth & 255;\n"

    // Convert to Z4 format
    "	workspace.a = (depth >> 16) & 0xF0;\n"

    // Normalize components to [0.0..1.0]
    "	texcol = float4(workspace) / 255.0;\n"

    // Apply color matrix
    "	ocol0 = "
    "float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
    "texcol,cColMatrix[3])) + cColMatrix[4];\n"
    "}\n"};

static constexpr const char s_depth_matrix_program_msaa_hlsl[] = {
    "#define SAMPLES %d\n"
    "sampler samp0 : register(s0);\n"
    "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
    "uniform float4 cColMatrix[7] : register(c0);\n"
    "void main(\n"
    "out float4 ocol0 : SV_Target,\n"
    " in float4 pos : SV_Position,\n"
    " in float3 uv0 : TEXCOORD0){\n"
    "	int width, height, slices, samples;\n"
    "	Tex0.GetDimensions(width, height, slices, samples);\n"
    "	float4 texcol = 0;\n"
    "	for(int i = 0; i < SAMPLES; ++i)\n"
    "		texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
    "	texcol /= SAMPLES;\n"
    "	int depth = int((1.0 - texcol.x) * 16777216.0);\n"

    // Convert to Z24 format
    "	int4 workspace;\n"
    "	workspace.r = (depth >> 16) & 255;\n"
    "	workspace.g = (depth >> 8) & 255;\n"
    "	workspace.b = depth & 255;\n"

    // Convert to Z4 format
    "	workspace.a = (depth >> 16) & 0xF0;\n"

    // Normalize components to [0.0..1.0]
    "	texcol = float4(workspace) / 255.0;\n"

    // Apply color matrix
    "	ocol0 = "
    "float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
    "texcol,cColMatrix[3])) + cColMatrix[4];\n"
    "}\n"};

static constexpr const char s_reint_rgba6_to_rgb8_program_hlsl[] = {
    "sampler samp0 : register(s0);\n"
    "Texture2DArray Tex0 : register(t0);\n"
    "void main(\n"
    "	out float4 ocol0 : SV_Target,\n"
    "	in float4 pos : SV_Position,\n"
    "	in float3 uv0 : TEXCOORD0)\n"
    "{\n"
    "	int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
    "	int4 dst8;\n"
    "	dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
    "	dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
    "	dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
    "	dst8.a = 255;\n"
    "	ocol0 = (float4)dst8 / 255.f;\n"
    "}"};

static constexpr const char s_reint_rgba6_to_rgb8_program_msaa_hlsl[] = {
    "#define SAMPLES %d\n"
    "sampler samp0 : register(s0);\n"
    "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
    "void main(\n"
    "	out float4 ocol0 : SV_Target,\n"
    "	in float4 pos : SV_Position,\n"
    "	in float3 uv0 : TEXCOORD0)\n"
    "{\n"
    "	int width, height, slices, samples;\n"
    "	Tex0.GetDimensions(width, height, slices, samples);\n"
    "	float4 texcol = 0;\n"
    "	for (int i = 0; i < SAMPLES; ++i)\n"
    "		texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
    "	texcol /= SAMPLES;\n"
    "	int4 src6 = round(texcol * 63.f);\n"
    "	int4 dst8;\n"
    "	dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
    "	dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
    "	dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
    "	dst8.a = 255;\n"
    "	ocol0 = (float4)dst8 / 255.f;\n"
    "}"};

static constexpr const char s_reint_rgb8_to_rgba6_program_hlsl[] = {
    "sampler samp0 : register(s0);\n"
    "Texture2DArray Tex0 : register(t0);\n"
    "void main(\n"
    "	out float4 ocol0 : SV_Target,\n"
    "	in float4 pos : SV_Position,\n"
    "	in float3 uv0 : TEXCOORD0)\n"
    "{\n"
    "	int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
    "	int4 dst6;\n"
    "	dst6.r = src8.r >> 2;\n"
    "	dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
    "	dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
    "	dst6.a = src8.b & 0x3F;\n"
    "	ocol0 = (float4)dst6 / 63.f;\n"
    "}\n"};

static constexpr const char s_reint_rgb8_to_rgba6_program_msaa_hlsl[] = {
    "#define SAMPLES %d\n"
    "sampler samp0 : register(s0);\n"
    "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
    "void main(\n"
    "	out float4 ocol0 : SV_Target,\n"
    "	in float4 pos : SV_Position,\n"
    "	in float3 uv0 : TEXCOORD0)\n"
    "{\n"
    "	int width, height, slices, samples;\n"
    "	Tex0.GetDimensions(width, height, slices, samples);\n"
    "	float4 texcol = 0;\n"
    "	for (int i = 0; i < SAMPLES; ++i)\n"
    "		texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
    "	texcol /= SAMPLES;\n"
    "	int4 src8 = round(texcol * 255.f);\n"
    "	int4 dst6;\n"
    "	dst6.r = src8.r >> 2;\n"
    "	dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
    "	dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
    "	dst6.a = src8.b & 0x3F;\n"
    "	ocol0 = (float4)dst6 / 63.f;\n"
    "}\n"};

// Vertex Shader HLSL
static constexpr const char s_simple_vertex_shader_hlsl[] = {
    "struct VSOUTPUT\n"
    "{\n"
    "float4 vPosition : POSITION;\n"
    "float3 vTexCoord : TEXCOORD0;\n"
    "float  vTexCoord1 : TEXCOORD1;\n"
    "};\n"
    "VSOUTPUT main(float4 inPosition : POSITION,float4 inTEX0 : TEXCOORD0)\n"
    "{\n"
    "VSOUTPUT OUT;\n"
    "OUT.vPosition = inPosition;\n"
    "OUT.vTexCoord = inTEX0.xyz;\n"
    "OUT.vTexCoord1 = inTEX0.w;\n"
    "return OUT;\n"
    "}\n"};

static constexpr const char s_clear_vertex_shader_hlsl[] = {
    "struct VSOUTPUT\n"
    "{\n"
    "float4 vPosition   : POSITION;\n"
    "float4 vColor0   : COLOR0;\n"
    "};\n"
    "VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
    "{\n"
    "VSOUTPUT OUT;\n"
    "OUT.vPosition = inPosition;\n"
    "OUT.vColor0 = inColor0;\n"
    "return OUT;\n"
    "}\n"};

// Geometry Shader HLSL
static constexpr const char s_clear_geometry_shader_hlsl[] = {
    "struct VSOUTPUT\n"
    "{\n"
    "	float4 vPosition   : POSITION;\n"
    "	float4 vColor0   : COLOR0;\n"
    "};\n"
    "struct GSOUTPUT\n"
    "{\n"
    "	float4 vPosition   : POSITION;\n"
    "	float4 vColor0   : COLOR0;\n"
    "	uint slice    : SV_RenderTargetArrayIndex;\n"
    "};\n"
    "[maxvertexcount(6)]\n"
    "void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
    "{\n"
    "for(int slice = 0; slice < 2; slice++)\n"
    "{\n"
    "	for(int i = 0; i < 3; i++)\n"
    "	{\n"
    "		GSOUTPUT OUT;\n"
    "		OUT.vPosition = o[i].vPosition;\n"
    "		OUT.vColor0 = o[i].vColor0;\n"
    "		OUT.slice = slice;\n"
    "		Output.Append(OUT);\n"
    "	}\n"
    "	Output.RestartStrip();\n"
    "}\n"
    "}\n"};

static constexpr const char s_copy_geometry_shader_hlsl[] = {
    "struct VSOUTPUT\n"
    "{\n"
    "	float4 vPosition : POSITION;\n"
    "	float3 vTexCoord : TEXCOORD0;\n"
    "	float  vTexCoord1 : TEXCOORD1;\n"
    "};\n"
    "struct GSOUTPUT\n"
    "{\n"
    "	float4 vPosition : POSITION;\n"
    "	float3 vTexCoord : TEXCOORD0;\n"
    "	float  vTexCoord1 : TEXCOORD1;\n"
    "	uint slice    : SV_RenderTargetArrayIndex;\n"
    "};\n"
    "[maxvertexcount(6)]\n"
    "void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
    "{\n"
    "for(int slice = 0; slice < 2; slice++)\n"
    "{\n"
    "	for(int i = 0; i < 3; i++)\n"
    "	{\n"
    "		GSOUTPUT OUT;\n"
    "		OUT.vPosition = o[i].vPosition;\n"
    "		OUT.vTexCoord = o[i].vTexCoord;\n"
    "		OUT.vTexCoord.z = slice;\n"
    "		OUT.vTexCoord1 = o[i].vTexCoord1;\n"
    "		OUT.slice = slice;\n"
    "		Output.Append(OUT);\n"
    "	}\n"
    "	Output.RestartStrip();\n"
    "}\n"
    "}\n"};

static const char s_xfb_encode_shader_hlsl[] = R"(

Texture2DArray tex0 : register(t0);
SamplerState samp0 : register(s0);

cbuffer EncodeParams : register(b0)
{
	float4 srcRect;
	float2 texelSize;
}

// GameCube/Wii uses the BT.601 standard algorithm for converting to YCbCr; see
// <http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion>
static const float3x4 RGB_TO_YCBCR = float3x4(
	0.257, 0.504, 0.098, 16.0/255.0,
	-0.148, -0.291, 0.439, 128.0/255.0,
	0.439, -0.368, -0.071, 128.0/255.0
);

void main(
	out float4 ocol0 : SV_Target,
	in float4 pos : SV_Position,
	in float3 uv0 : TEXCOORD0,
	in float gamma : TEXCOORD1)
{
	// Load three input pixels, emulate clamp sampler by clamping to the source rectangle.
	// Subtract 0.5 from the x coordinate because we're doubling the width, and want the pixel center shifted back to 0.5.
	// The native resolution is used as a reference here so bilinear filtering works as expected.
	float2 baseCoords = lerp(srcRect.xy, srcRect.zw, float2(uv0.x - 0.5 * texelSize.x, uv0.y));
	float3 sampleL = tex0.Sample(samp0, float3(max(srcRect.xy, baseCoords - float2(texelSize.x, 0)), 0)).rgb;
	float3 sampleM = tex0.Sample(samp0, float3(baseCoords, 0)).rgb;
	float3 sampleR = tex0.Sample(samp0, float3(min(srcRect.zw, baseCoords + float2(texelSize.x, 0)), 0)).rgb;

	// Gamma correction (gamma is already rcp(gamma))
	// abs() here because the HLSL compiler throws a warning otherwise.
	sampleL = pow(abs(sampleL), gamma);
	sampleM = pow(abs(sampleM), gamma);
	sampleR = pow(abs(sampleR), gamma);

	// RGB -> YUV
	float3 yuvL = mul(RGB_TO_YCBCR, float4(sampleL,1));
	float3 yuvM = mul(RGB_TO_YCBCR, float4(sampleM,1));
	float3 yuvR = mul(RGB_TO_YCBCR, float4(sampleR,1));

	// The Y components correspond to two EFB pixels, while the U and V are
	// made from a blend of three EFB pixels.
	float y0 = yuvM.r;
	float y1 = yuvR.r;
	float u0 = 0.25*yuvL.g + 0.5*yuvM.g + 0.25*yuvR.g;
	float v0 = 0.25*yuvL.b + 0.5*yuvM.b + 0.25*yuvR.b;
	ocol0 = float4(y0, u0, y1, v0);
}

)";

static const char s_xfb_decode_shader_hlsl[] = R"(

Texture2DArray tex0 : register(t0);

static const float3x3 YCBCR_TO_RGB = float3x3(
	1.164, 0.000, 1.596,
	1.164, -0.392, -0.813,
	1.164, 2.017, 0.000
);

void main(
	out float4 ocol0 : SV_Target,
	in float4 pos : SV_Position,
	in float3 uv0 : TEXCOORD0)
{
	// Divide coordinates by 2 due to half-width YUYV texure.
	int2 ipos = int2(pos.xy);
	int2 texpos = int2(ipos.x >> 1, ipos.y);
	float4 yuyv = tex0.Load(int4(texpos, 0, 0));

	// Select U for even pixels, V for odd pixels.
	float y = lerp(yuyv.r, yuyv.b, float(ipos.x & 1));

	// Recover RGB components
	float3 yuv_601_sub = float3(y, yuyv.ga) - float3(16.0/255.0, 128.0/255.0, 128.0/255.0);
	float3 rgb_601 = mul(YCBCR_TO_RGB, yuv_601_sub);

	ocol0 = float4(rgb_601, 1);
}

)";

D3D12_SHADER_BYTECODE StaticShaderCache::GetReinterpRGBA6ToRGB8PixelShader(bool multisampled)
{
  D3D12_SHADER_BYTECODE bytecode = {};

  if (!multisampled || g_ActiveConfig.iMultisamples == 1)
  {
    if (!s_rgba6_to_rgb8_program_blob[0])
    {
      D3D::CompilePixelShader(s_reint_rgba6_to_rgb8_program_hlsl, &s_rgba6_to_rgb8_program_blob[0]);
    }

    bytecode = {s_rgba6_to_rgb8_program_blob[0]->GetBufferPointer(),
                s_rgba6_to_rgb8_program_blob[0]->GetBufferSize()};
    return bytecode;
  }
  else if (!s_rgba6_to_rgb8_program_blob[1])
  {
    // create MSAA shader for current AA mode
    std::string buf =
        StringFromFormat(s_reint_rgba6_to_rgb8_program_msaa_hlsl, g_ActiveConfig.iMultisamples);

    D3D::CompilePixelShader(buf, &s_rgba6_to_rgb8_program_blob[1]);
    bytecode = {s_rgba6_to_rgb8_program_blob[1]->GetBufferPointer(),
                s_rgba6_to_rgb8_program_blob[1]->GetBufferSize()};
  }
  return bytecode;
}

D3D12_SHADER_BYTECODE StaticShaderCache::GetReinterpRGB8ToRGBA6PixelShader(bool multisampled)
{
  D3D12_SHADER_BYTECODE bytecode = {};

  if (!multisampled || g_ActiveConfig.iMultisamples == 1)
  {
    if (!s_rgb8_to_rgba6_program_blob[0])
    {
      D3D::CompilePixelShader(s_reint_rgb8_to_rgba6_program_hlsl, &s_rgb8_to_rgba6_program_blob[0]);
    }

    bytecode = {s_rgb8_to_rgba6_program_blob[0]->GetBufferPointer(),
                s_rgb8_to_rgba6_program_blob[0]->GetBufferSize()};
    return bytecode;
  }
  else if (!s_rgb8_to_rgba6_program_blob[1])
  {
    // create MSAA shader for current AA mode
    std::string buf =
        StringFromFormat(s_reint_rgb8_to_rgba6_program_msaa_hlsl, g_ActiveConfig.iMultisamples);

    D3D::CompilePixelShader(buf, &s_rgb8_to_rgba6_program_blob[1]);
    bytecode = {s_rgb8_to_rgba6_program_blob[1]->GetBufferPointer(),
                s_rgb8_to_rgba6_program_blob[1]->GetBufferSize()};
  }

  return bytecode;
}

D3D12_SHADER_BYTECODE StaticShaderCache::GetColorCopyPixelShader(bool multisampled)
{
  D3D12_SHADER_BYTECODE bytecode = {};

  if (!multisampled || g_ActiveConfig.iMultisamples == 1)
  {
    bytecode = {s_color_copy_program_blob[0]->GetBufferPointer(),
                s_color_copy_program_blob[0]->GetBufferSize()};
  }
  else if (s_color_copy_program_blob[1])
  {
    bytecode = {s_color_copy_program_blob[1]->GetBufferPointer(),
                s_color_copy_program_blob[1]->GetBufferSize()};
  }
  else
  {
    // create MSAA shader for current AA mode
    std::string buf =
        StringFromFormat(s_color_copy_program_msaa_hlsl, g_ActiveConfig.iMultisamples);

    D3D::CompilePixelShader(buf, &s_color_copy_program_blob[1]);
    bytecode = {s_color_copy_program_blob[1]->GetBufferPointer(),
                s_color_copy_program_blob[1]->GetBufferSize()};
  }

  return bytecode;
}

D3D12_SHADER_BYTECODE StaticShaderCache::GetDepthResolveToColorPixelShader()
{
  D3D12_SHADER_BYTECODE bytecode = {};

  if (s_depth_resolve_to_color_program_blob)
  {
    bytecode = {s_depth_resolve_to_color_program_blob->GetBufferPointer(),
                s_depth_resolve_to_color_program_blob->GetBufferSize()};
  }
  else
  {
    // create MSAA shader for current AA mode
    std::string buf =
        StringFromFormat(s_depth_resolve_to_color_program_hlsl, g_ActiveConfig.iMultisamples);

    D3D::CompilePixelShader(buf, &s_depth_resolve_to_color_program_blob);
    bytecode = {s_depth_resolve_to_color_program_blob->GetBufferPointer(),
                s_depth_resolve_to_color_program_blob->GetBufferSize()};
  }

  return bytecode;
}

D3D12_SHADER_BYTECODE StaticShaderCache::GetColorMatrixPixelShader(bool multisampled)
{
  D3D12_SHADER_BYTECODE bytecode = {};

  if (!multisampled || g_ActiveConfig.iMultisamples == 1)
  {
    bytecode = {s_color_matrix_program_blob[0]->GetBufferPointer(),
                s_color_matrix_program_blob[0]->GetBufferSize()};
  }
  else if (s_color_matrix_program_blob[1])
  {
    bytecode = {s_color_matrix_program_blob[1]->GetBufferPointer(),
                s_color_matrix_program_blob[1]->GetBufferSize()};
  }
  else
  {
    // create MSAA shader for current AA mode
    std::string buf =
        StringFromFormat(s_color_matrix_program_msaa_hlsl, g_ActiveConfig.iMultisamples);

    D3D::CompilePixelShader(buf, &s_color_matrix_program_blob[1]);
    bytecode = {s_color_matrix_program_blob[1]->GetBufferPointer(),
                s_color_matrix_program_blob[1]->GetBufferSize()};
  }

  return bytecode;
}

D3D12_SHADER_BYTECODE StaticShaderCache::GetDepthMatrixPixelShader(bool multisampled)
{
  D3D12_SHADER_BYTECODE bytecode = {};

  if (!multisampled || g_ActiveConfig.iMultisamples == 1)
  {
    bytecode = {s_depth_matrix_program_blob[0]->GetBufferPointer(),
                s_depth_matrix_program_blob[0]->GetBufferSize()};
  }
  else if (s_depth_matrix_program_blob[1])
  {
    bytecode = {s_depth_matrix_program_blob[1]->GetBufferPointer(),
                s_depth_matrix_program_blob[1]->GetBufferSize()};
  }
  else
  {
    // create MSAA shader for current AA mode
    std::string buf =
        StringFromFormat(s_depth_matrix_program_msaa_hlsl, g_ActiveConfig.iMultisamples);

    D3D::CompilePixelShader(buf, &s_depth_matrix_program_blob[1]);

    bytecode = {s_depth_matrix_program_blob[1]->GetBufferPointer(),
                s_depth_matrix_program_blob[1]->GetBufferSize()};
  }

  return bytecode;
}

D3D12_SHADER_BYTECODE StaticShaderCache::GetClearPixelShader()
{
  D3D12_SHADER_BYTECODE shader = {};
  shader.BytecodeLength = s_clear_program_blob->GetBufferSize();
  shader.pShaderBytecode = s_clear_program_blob->GetBufferPointer();

  return shader;
}

D3D12_SHADER_BYTECODE StaticShaderCache::GetAnaglyphPixelShader()
{
  D3D12_SHADER_BYTECODE shader = {};
  shader.BytecodeLength = s_anaglyph_program_blob->GetBufferSize();
  shader.pShaderBytecode = s_anaglyph_program_blob->GetBufferPointer();

  return shader;
}

D3D12_SHADER_BYTECODE StaticShaderCache::GetSimpleVertexShader()
{
  D3D12_SHADER_BYTECODE shader = {};
  shader.BytecodeLength = s_simple_vertex_shader_blob->GetBufferSize();
  shader.pShaderBytecode = s_simple_vertex_shader_blob->GetBufferPointer();

  return shader;
}

D3D12_SHADER_BYTECODE StaticShaderCache::GetClearVertexShader()
{
  D3D12_SHADER_BYTECODE shader = {};
  shader.BytecodeLength = s_simple_clear_vertex_shader_blob->GetBufferSize();
  shader.pShaderBytecode = s_simple_clear_vertex_shader_blob->GetBufferPointer();

  return shader;
}

D3D12_INPUT_LAYOUT_DESC StaticShaderCache::GetSimpleVertexShaderInputLayout()
{
  return s_simple_vertex_shader_input_layout;
}

D3D12_INPUT_LAYOUT_DESC StaticShaderCache::GetClearVertexShaderInputLayout()
{
  return s_clear_vertex_shader_input_layout;
}

D3D12_SHADER_BYTECODE StaticShaderCache::GetClearGeometryShader()
{
  D3D12_SHADER_BYTECODE bytecode = {};
  if (g_ActiveConfig.iStereoMode > 0)
  {
    bytecode.BytecodeLength = s_clear_geometry_shader_blob->GetBufferSize();
    bytecode.pShaderBytecode = s_clear_geometry_shader_blob->GetBufferPointer();
  }

  return bytecode;
}

D3D12_SHADER_BYTECODE StaticShaderCache::GetCopyGeometryShader()
{
  D3D12_SHADER_BYTECODE bytecode = {};
  if (g_ActiveConfig.iStereoMode > 0)
  {
    bytecode.BytecodeLength = s_copy_geometry_shader_blob->GetBufferSize();
    bytecode.pShaderBytecode = s_copy_geometry_shader_blob->GetBufferPointer();
  }

  return bytecode;
}

D3D12_SHADER_BYTECODE StaticShaderCache::GetXFBEncodePixelShader()
{
  D3D12_SHADER_BYTECODE bytecode = {s_xfb_encode_shader_blob->GetBufferPointer(),
                                    s_xfb_encode_shader_blob->GetBufferSize()};

  return bytecode;
}

D3D12_SHADER_BYTECODE StaticShaderCache::GetXFBDecodePixelShader()
{
  D3D12_SHADER_BYTECODE bytecode = {s_xfb_decode_shader_blob->GetBufferPointer(),
                                    s_xfb_decode_shader_blob->GetBufferSize()};

  return bytecode;
}

void StaticShaderCache::Init()
{
  // Compile static pixel shaders
  D3D::CompilePixelShader(s_clear_program_hlsl, &s_clear_program_blob);
  D3D::CompilePixelShader(s_anaglyph_program_hlsl, &s_anaglyph_program_blob);
  D3D::CompilePixelShader(s_color_copy_program_hlsl, &s_color_copy_program_blob[0]);
  D3D::CompilePixelShader(s_color_matrix_program_hlsl, &s_color_matrix_program_blob[0]);
  D3D::CompilePixelShader(s_depth_matrix_program_hlsl, &s_depth_matrix_program_blob[0]);
  D3D::CompilePixelShader(s_xfb_encode_shader_hlsl, &s_xfb_encode_shader_blob);
  D3D::CompilePixelShader(s_xfb_decode_shader_hlsl, &s_xfb_decode_shader_blob);

  // Compile static vertex shaders
  D3D::CompileVertexShader(s_simple_vertex_shader_hlsl, &s_simple_vertex_shader_blob);
  D3D::CompileVertexShader(s_clear_vertex_shader_hlsl, &s_simple_clear_vertex_shader_blob);

  // Compile static geometry shaders
  D3D::CompileGeometryShader(s_clear_geometry_shader_hlsl, &s_clear_geometry_shader_blob);
  D3D::CompileGeometryShader(s_copy_geometry_shader_hlsl, &s_copy_geometry_shader_blob);
}

// Call this when multisampling mode changes, and shaders need to be regenerated.
void StaticShaderCache::InvalidateMSAAShaders()
{
  SAFE_RELEASE(s_color_copy_program_blob[1]);
  SAFE_RELEASE(s_color_matrix_program_blob[1]);
  SAFE_RELEASE(s_depth_matrix_program_blob[1]);
  SAFE_RELEASE(s_rgb8_to_rgba6_program_blob[1]);
  SAFE_RELEASE(s_rgba6_to_rgb8_program_blob[1]);
  SAFE_RELEASE(s_depth_resolve_to_color_program_blob);
}

void StaticShaderCache::Shutdown()
{
  // Free pixel shader blobs
  SAFE_RELEASE(s_xfb_decode_shader_blob);
  SAFE_RELEASE(s_xfb_encode_shader_blob);
  SAFE_RELEASE(s_clear_program_blob);
  SAFE_RELEASE(s_anaglyph_program_blob);
  SAFE_RELEASE(s_depth_resolve_to_color_program_blob);

  for (unsigned int i = 0; i < 2; ++i)
  {
    SAFE_RELEASE(s_color_copy_program_blob[i]);
    SAFE_RELEASE(s_color_matrix_program_blob[i]);
    SAFE_RELEASE(s_depth_matrix_program_blob[i]);
    SAFE_RELEASE(s_rgba6_to_rgb8_program_blob[i]);
    SAFE_RELEASE(s_rgb8_to_rgba6_program_blob[i]);
  }

  // Free vertex shader blobs

  SAFE_RELEASE(s_simple_vertex_shader_blob);
  SAFE_RELEASE(s_simple_clear_vertex_shader_blob);

  // Free geometry shader blobs

  SAFE_RELEASE(s_clear_geometry_shader_blob);
  SAFE_RELEASE(s_copy_geometry_shader_blob);
}
}