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// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
#include <map>
#include "VideoCommon/GeometryShaderGen.h"
namespace DX11
{
class GeometryShaderCache
{
public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(u32 primitive_type); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const GeometryShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
static ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader();
static ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader();
static ID3D11GeometryShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer* &GetConstantBuffer();
private:
struct GSCacheEntry
{
ID3D11GeometryShader* shader;
std::string code;
GSCacheEntry() : shader(nullptr) {}
void Destroy() { SAFE_RELEASE(shader); }
};
typedef std::map<GeometryShaderUid, GSCacheEntry> GSCache;
static GSCache GeometryShaders;
static const GSCacheEntry* last_entry;
static GeometryShaderUid last_uid;
static const GSCacheEntry pass_entry;
static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
};
} // namespace DX11
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