// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once

#include <map>

#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBlob.h"

#include "VideoCommon/VertexShaderGen.h"

namespace DX11
{
class VertexShaderCache
{
public:
  static void Init();
  static void Clear();
  static void Shutdown();
  static bool SetShader();  // TODO: Should be renamed to LoadShader

  static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
  static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }
  static ID3D11Buffer*& GetConstantBuffer();

  static ID3D11VertexShader* GetSimpleVertexShader();
  static ID3D11VertexShader* GetClearVertexShader();
  static ID3D11InputLayout* GetSimpleInputLayout();
  static ID3D11InputLayout* GetClearInputLayout();

  static bool VertexShaderCache::InsertByteCode(const VertexShaderUid& uid, D3DBlob* bcodeblob);

private:
  struct VSCacheEntry
  {
    ID3D11VertexShader* shader;
    D3DBlob* bytecode;  // needed to initialize the input layout

    VSCacheEntry() : shader(nullptr), bytecode(nullptr) {}
    void SetByteCode(D3DBlob* blob)
    {
      SAFE_RELEASE(bytecode);
      bytecode = blob;
      blob->AddRef();
    }
    void Destroy()
    {
      SAFE_RELEASE(shader);
      SAFE_RELEASE(bytecode);
    }
  };
  typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;

  static VSCache vshaders;
  static const VSCacheEntry* last_entry;
  static VertexShaderUid last_uid;
};

}  // namespace DX11