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// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Null/ShaderCache.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/Statistics.h"
namespace Null
{
template <typename Uid>
ShaderCache<Uid>::ShaderCache()
{
Clear();
SETSTAT(stats.numPixelShadersCreated, 0);
SETSTAT(stats.numPixelShadersAlive, 0);
}
template <typename Uid>
ShaderCache<Uid>::~ShaderCache()
{
Clear();
}
template <typename Uid>
void ShaderCache<Uid>::Clear()
{
m_shaders.clear();
m_last_entry = nullptr;
}
template <typename Uid>
bool ShaderCache<Uid>::SetShader(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type)
{
Uid uid = GetUid(dst_alpha_mode, primitive_type, API_OPENGL);
// Check if the shader is already set
if (m_last_entry)
{
if (uid == m_last_uid)
{
return true;
}
}
m_last_uid = uid;
// Check if the shader is already in the cache
auto iter = m_shaders.find(uid);
if (iter != m_shaders.end())
{
const std::string& entry = iter->second;
m_last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return true;
}
// Need to compile a new shader
ShaderCode code = GenerateCode(dst_alpha_mode, API_OPENGL, uid);
m_shaders.emplace(uid, code.GetBuffer());
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return true;
}
template class ShaderCache<VertexShaderUid>;
template class ShaderCache<GeometryShaderUid>;
template class ShaderCache<PixelShaderUid>;
std::unique_ptr<VertexShaderCache> VertexShaderCache::s_instance;
std::unique_ptr<GeometryShaderCache> GeometryShaderCache::s_instance;
std::unique_ptr<PixelShaderCache> PixelShaderCache::s_instance;
}
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