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renderdoc/renderdoc/driver/d3d12/d3d12_shader_cache.h
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018-2019 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#pragma once
#include <map>
#include <string>
#include <vector>
#include "driver/dx/official/d3d11_4.h"
#include "d3d12_common.h"
class WrappedID3D11Device;
class D3D12ShaderCache
{
public:
D3D12ShaderCache();
~D3D12ShaderCache();
rdcstr GetShaderBlob(const char *source, const char *entry, const uint32_t compileFlags,
const char *profile, ID3DBlob **srcblob);
D3D12RootSignature GetRootSig(const void *data, size_t dataSize);
ID3DBlob *MakeRootSig(const rdcarray<D3D12_ROOT_PARAMETER1> &params,
D3D12_ROOT_SIGNATURE_FLAGS Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE,
UINT NumStaticSamplers = 0,
const D3D12_STATIC_SAMPLER_DESC *StaticSamplers = NULL);
ID3DBlob *MakeRootSig(const D3D12RootSignature &rootsig);
ID3DBlob *MakeFixedColShader(float overlayConsts[4]);
void SetCaching(bool enabled) { m_CacheShaders = enabled; }
private:
static const uint32_t m_ShaderCacheMagic = 0xf000baba;
static const uint32_t m_ShaderCacheVersion = 3;
bool m_ShaderCacheDirty = false, m_CacheShaders = false;
std::map<uint32_t, ID3DBlob *> m_ShaderCache;
};