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60 lines
1.8 KiB
C++
60 lines
1.8 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_GL4_SHADER_CACHE_H_
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#define XENIA_GPU_GL4_SHADER_CACHE_H_
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#include <cstdint>
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#include <memory>
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#include <unordered_map>
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#include "xenia/gpu/xenos.h"
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namespace xe {
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namespace gpu {
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class GlslShaderTranslator;
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namespace gl4 {
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class GL4Shader;
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class GL4ShaderCache {
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public:
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GL4ShaderCache(GlslShaderTranslator* shader_translator);
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~GL4ShaderCache();
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void Reset();
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GL4Shader* LookupOrInsertShader(ShaderType shader_type,
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const uint32_t* dwords, uint32_t dword_count);
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private:
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// Cached shader file format.
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struct CachedShader {
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uint32_t magic;
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uint32_t version; // Version of the shader translator used.
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uint8_t shader_type; // ShaderType enum
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uint32_t binary_len; // Code length
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uint32_t binary_format; // Binary format (from OpenGL)
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uint8_t binary[1]; // Code
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};
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void CacheShader(GL4Shader* shader);
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GL4Shader* FindCachedShader(ShaderType shader_type, uint64_t hash,
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const uint32_t* dwords, uint32_t dword_count);
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GlslShaderTranslator* shader_translator_ = nullptr;
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std::vector<std::unique_ptr<GL4Shader>> all_shaders_;
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std::unordered_map<uint64_t, GL4Shader*> shader_map_;
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};
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} // namespace gl4
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_GL4_SHADER_CACHE_H_
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