xenia/src/xenia/gpu/gl4/gl4_shader_cache.h
2016-02-05 16:31:01 -06:00

60 lines
1.8 KiB
C++

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