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								// Copyright 2015 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 <memory>
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								#include "VideoCommon/GeometryShaderGen.h"
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								#include "VideoCommon/PixelShaderGen.h"
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								#include "VideoCommon/VertexShaderGen.h"
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								#include "VideoCommon/VideoCommon.h"
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								namespace Null
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								{
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								template <typename Uid>
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								class ShaderCache
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								{
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								public:
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								  ShaderCache();
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								  virtual ~ShaderCache();
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								  void Clear();
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								  bool SetShader(u32 primitive_type);
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								protected:
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								  virtual Uid GetUid(u32 primitive_type, APIType api_type) = 0;
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								  virtual ShaderCode GenerateCode(APIType api_type, Uid uid) = 0;
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								private:
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								  std::map<Uid, std::string> m_shaders;
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								  const std::string* m_last_entry = nullptr;
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								  Uid m_last_uid;
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								};
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								class VertexShaderCache : public ShaderCache<VertexShaderUid>
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								{
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								public:
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								  static std::unique_ptr<VertexShaderCache> s_instance;
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								protected:
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								  VertexShaderUid GetUid(u32 primitive_type, APIType api_type) override
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								  {
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								    return GetVertexShaderUid();
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								  }
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								  ShaderCode GenerateCode(APIType api_type, VertexShaderUid uid) override
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								  {
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								    return GenerateVertexShaderCode(api_type, uid.GetUidData());
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								  }
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								};
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								class GeometryShaderCache : public ShaderCache<GeometryShaderUid>
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								{
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								public:
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								  static std::unique_ptr<GeometryShaderCache> s_instance;
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								protected:
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								  GeometryShaderUid GetUid(u32 primitive_type, APIType api_type) override
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								  {
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								    return GetGeometryShaderUid(primitive_type);
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								  }
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								  ShaderCode GenerateCode(APIType api_type, GeometryShaderUid uid) override
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								  {
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								    return GenerateGeometryShaderCode(api_type, uid.GetUidData());
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								  }
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								};
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								class PixelShaderCache : public ShaderCache<PixelShaderUid>
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								{
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								public:
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								  static std::unique_ptr<PixelShaderCache> s_instance;
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								protected:
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								  PixelShaderUid GetUid(u32 primitive_type, APIType api_type) override
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								  {
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								    return GetPixelShaderUid();
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								  }
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								  ShaderCode GenerateCode(APIType api_type, PixelShaderUid uid) override
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								  {
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								    return GeneratePixelShaderCode(api_type, uid.GetUidData());
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								  }
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								};
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								}  // namespace NULL
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