forked from dolphin-emu/dolphin
		
	- fix numerous warnings - make some variables unsigned - remove redundant code and header inclusions - make code more compact in lots of cases Committing some additional changes by myself: - additional header cleanups - cleanup DX11 initialization/shutdown process (hinted at by avindra) - Remove the cgD3D9 stuff from Externals since it's no longer needed git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5903 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			67 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			67 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _VERTEXSHADERCACHE_H
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#define _VERTEXSHADERCACHE_H
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#include "D3DBase.h"
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#include "VertexShaderGen.h"
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#include <map>
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class VertexShaderCache
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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 components);
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	static ID3D11VertexShader* GetSimpleVertexShader();
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	static ID3D11VertexShader* GetClearVertexShader();
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	static ID3D11InputLayout* GetSimpleInputLayout();
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	static ID3D11InputLayout* GetClearInputLayout();
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	static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob);
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private:
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	struct VSCacheEntry
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	{ 
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		ID3D11VertexShader* shader;
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		D3DBlob* bytecode; // needed to initialize the input layout
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		int frameCount;
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		VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {}
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		void SetByteCode(D3DBlob* blob)
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		{
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			SAFE_RELEASE(bytecode);
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			bytecode = blob;
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			blob->AddRef();
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		}
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		void Destroy()
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		{
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			SAFE_RELEASE(shader);
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			SAFE_RELEASE(bytecode);
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		}
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	};
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	typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
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	static VSCache vshaders;
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	static const VSCacheEntry* last_entry;
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};
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#endif  // _VERTEXSHADERCACHE_H
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