winamp/src/common/d3d11/shader_cache.h
Connor McLaughlin fd166a4485 ShaderCache: Add a data version field
We can increment this to prevent people's shader caches from growing too
large with shader changes.
2021-01-11 15:24:38 +10:00

86 lines
2.5 KiB
C++

#pragma once
#include "../hash_combine.h"
#include "../types.h"
#include "../windows_headers.h"
#include "shader_compiler.h"
#include <cstdio>
#include <d3d11.h>
#include <string_view>
#include <unordered_map>
#include <vector>
#include <wrl/client.h>
namespace D3D11 {
class ShaderCache
{
public:
template<typename T>
using ComPtr = Microsoft::WRL::ComPtr<T>;
ShaderCache();
~ShaderCache();
void Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug);
ComPtr<ID3DBlob> GetShaderBlob(ShaderCompiler::Type type, std::string_view shader_code);
ComPtr<ID3D11VertexShader> GetVertexShader(ID3D11Device* device, std::string_view shader_code);
ComPtr<ID3D11GeometryShader> GetGeometryShader(ID3D11Device* device, std::string_view shader_code);
ComPtr<ID3D11PixelShader> GetPixelShader(ID3D11Device* device, std::string_view shader_code);
ComPtr<ID3D11ComputeShader> GetComputeShader(ID3D11Device* device, std::string_view shader_code);
private:
static constexpr u32 FILE_VERSION = 2;
struct CacheIndexKey
{
u64 source_hash_low;
u64 source_hash_high;
u32 source_length;
ShaderCompiler::Type shader_type;
bool operator==(const CacheIndexKey& key) const;
bool operator!=(const CacheIndexKey& key) const;
};
struct CacheIndexEntryHasher
{
std::size_t operator()(const CacheIndexKey& e) const noexcept
{
std::size_t h = 0;
hash_combine(h, e.source_hash_low, e.source_hash_high, e.source_length, e.shader_type);
return h;
}
};
struct CacheIndexData
{
u32 file_offset;
u32 blob_size;
};
using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
static std::string GetCacheBaseFileName(const std::string_view& base_path, D3D_FEATURE_LEVEL feature_level,
bool debug);
static CacheIndexKey GetCacheKey(ShaderCompiler::Type type, const std::string_view& shader_code);
bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
void Close();
ComPtr<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, std::string_view shader_code);
std::FILE* m_index_file = nullptr;
std::FILE* m_blob_file = nullptr;
CacheIndex m_index;
D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
u32 m_version = 0;
bool m_debug = false;
};
} // namespace D3D11