forked from dolphin-emu/dolphin
		
	Without UID checking, it's basically a no-op that disables shader cache and stores the shader source code (without ever reading it back).
		
			
				
	
	
		
			48 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2014 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 <d3d11.h>
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#include <map>
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#include "VideoCommon/GeometryShaderGen.h"
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namespace DX11
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{
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class GeometryShaderCache
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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(u32 primitive_type);  // TODO: Should be renamed to LoadShader
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  static bool InsertByteCode(const GeometryShaderUid& uid, const void* bytecode,
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                             unsigned int bytecodelen);
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  static ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader();
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  static ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader();
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  static ID3D11GeometryShader* GetActiveShader() { return last_entry->shader; }
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  static ID3D11Buffer*& GetConstantBuffer();
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private:
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  struct GSCacheEntry
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  {
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    ID3D11GeometryShader* shader;
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    GSCacheEntry() : shader(nullptr) {}
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    void Destroy() { SAFE_RELEASE(shader); }
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  };
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  typedef std::map<GeometryShaderUid, GSCacheEntry> GSCache;
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  static GSCache GeometryShaders;
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  static const GSCacheEntry* last_entry;
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  static GeometryShaderUid last_uid;
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  static const GSCacheEntry pass_entry;
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};
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}  // namespace DX11
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