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We can increment this to prevent people's shader caches from growing too large with shader changes.
86 lines
2.5 KiB
C++
86 lines
2.5 KiB
C++
#pragma once
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#include "../hash_combine.h"
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#include "../types.h"
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#include "../windows_headers.h"
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#include "shader_compiler.h"
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#include <cstdio>
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#include <d3d11.h>
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#include <string_view>
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#include <unordered_map>
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#include <vector>
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#include <wrl/client.h>
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namespace D3D11 {
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class ShaderCache
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{
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public:
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template<typename T>
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using ComPtr = Microsoft::WRL::ComPtr<T>;
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ShaderCache();
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~ShaderCache();
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void Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug);
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ComPtr<ID3DBlob> GetShaderBlob(ShaderCompiler::Type type, std::string_view shader_code);
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ComPtr<ID3D11VertexShader> GetVertexShader(ID3D11Device* device, std::string_view shader_code);
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ComPtr<ID3D11GeometryShader> GetGeometryShader(ID3D11Device* device, std::string_view shader_code);
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ComPtr<ID3D11PixelShader> GetPixelShader(ID3D11Device* device, std::string_view shader_code);
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ComPtr<ID3D11ComputeShader> GetComputeShader(ID3D11Device* device, std::string_view shader_code);
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private:
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static constexpr u32 FILE_VERSION = 2;
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struct CacheIndexKey
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{
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u64 source_hash_low;
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u64 source_hash_high;
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u32 source_length;
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ShaderCompiler::Type shader_type;
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bool operator==(const CacheIndexKey& key) const;
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bool operator!=(const CacheIndexKey& key) const;
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};
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struct CacheIndexEntryHasher
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{
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std::size_t operator()(const CacheIndexKey& e) const noexcept
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{
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std::size_t h = 0;
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hash_combine(h, e.source_hash_low, e.source_hash_high, e.source_length, e.shader_type);
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return h;
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}
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};
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struct CacheIndexData
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{
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u32 file_offset;
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u32 blob_size;
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};
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using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
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static std::string GetCacheBaseFileName(const std::string_view& base_path, D3D_FEATURE_LEVEL feature_level,
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bool debug);
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static CacheIndexKey GetCacheKey(ShaderCompiler::Type type, const std::string_view& shader_code);
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bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
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bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
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void Close();
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ComPtr<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, std::string_view shader_code);
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std::FILE* m_index_file = nullptr;
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std::FILE* m_blob_file = nullptr;
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CacheIndex m_index;
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D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
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u32 m_version = 0;
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bool m_debug = false;
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};
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} // namespace D3D11
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