// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.

#include "FileUtil.h"
#include "LinearDiskCache.h"

#include "Debugger.h"
#include "Statistics.h"
#include "VideoConfig.h"

#include "D3DBase.h"
#include "D3DShader.h"
#include "Globals.h"
#include "PixelShaderGen.h"
#include "PixelShaderCache.h"

#include "ConfigManager.h"

extern int frameCount;

// See comment near the bottom of this file.
float psconstants[C_PENVCONST_END*4];
bool pscbufchanged = true;

namespace DX11
{

PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
PIXELSHADERUID PixelShaderCache::last_uid;

LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;

ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
ID3D11PixelShader* s_DepthMatrixProgram[2] = {NULL};
ID3D11PixelShader* s_ClearProgram = NULL;
ID3D11PixelShader* s_rgba6_to_rgb8[2] = {NULL};
ID3D11PixelShader* s_rgb8_to_rgba6[2] = {NULL};
ID3D11Buffer* pscbuf = NULL;

const char clear_program_code[] = {
	"void main(\n"
	"out float4 ocol0 : SV_Target,\n"
	"in float4 pos : SV_Position,\n"
	"in float4 incol0 : COLOR0){\n"
	"ocol0 = incol0;\n"
	"}\n"
};

// TODO: Find some way to avoid having separate shaders for non-MSAA and MSAA...
const char color_copy_program_code[] = {
	"sampler samp0 : register(s0);\n"
	"Texture2D Tex0 : register(t0);\n"
	"void main(\n"
	"out float4 ocol0 : SV_Target,\n"
	"in float4 pos : SV_Position,\n"
	"in float2 uv0 : TEXCOORD0){\n"
	"ocol0 = Tex0.Sample(samp0,uv0);\n"
	"}\n"
};

// TODO: Improve sampling algorithm!
const char color_copy_program_code_msaa[] = {
	"sampler samp0 : register(s0);\n"
	"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
	"void main(\n"
	"out float4 ocol0 : SV_Target,\n"
	"in float4 pos : SV_Position,\n"
	"in float2 uv0 : TEXCOORD0){\n"
	"int width, height, samples;\n"
	"Tex0.GetDimensions(width, height, samples);\n"
	"ocol0 = 0;\n"
	"for(int i = 0; i < samples; ++i)\n"
	"	ocol0 += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
	"ocol0 /= samples;\n"
	"}\n"
};

const char color_matrix_program_code[] = {
	"sampler samp0 : register(s0);\n"
	"Texture2D Tex0 : register(t0);\n"
	"uniform float4 cColMatrix[7] : register(c0);\n"
	"void main(\n" 
	"out float4 ocol0 : SV_Target,\n"
	"in float4 pos : SV_Position,\n"
	" in float2 uv0 : TEXCOORD0){\n"
	"float4 texcol = Tex0.Sample(samp0,uv0);\n"
	"texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
	"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
	"}\n"
};

const char color_matrix_program_code_msaa[] = {
	"sampler samp0 : register(s0);\n"
	"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
	"uniform float4 cColMatrix[7] : register(c0);\n"
	"void main(\n" 
	"out float4 ocol0 : SV_Target,\n"
	"in float4 pos : SV_Position,\n"
	" in float2 uv0 : TEXCOORD0){\n"
	"int width, height, samples;\n"
	"Tex0.GetDimensions(width, height, samples);\n"
	"float4 texcol = 0;\n"
	"for(int i = 0; i < samples; ++i)\n"
	"	texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
	"texcol /= samples;\n"
	"texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
	"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
	"}\n"
};

const char depth_matrix_program[] = {
	"sampler samp0 : register(s0);\n"
	"Texture2D Tex0 : register(t0);\n"
	"uniform float4 cColMatrix[7] : register(c0);\n"
	"void main(\n"
	"out float4 ocol0 : SV_Target,\n"
	" in float4 pos : SV_Position,\n"
	" in float2 uv0 : TEXCOORD0){\n"
	"float4 texcol = Tex0.Sample(samp0,uv0);\n"
	"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
	"texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\n"
	"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
	"}\n"
};

const char depth_matrix_program_msaa[] = {
	"sampler samp0 : register(s0);\n"
	"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
	"uniform float4 cColMatrix[7] : register(c0);\n"
	"void main(\n"
	"out float4 ocol0 : SV_Target,\n"
	" in float4 pos : SV_Position,\n"
	" in float2 uv0 : TEXCOORD0){\n"
	"int width, height, samples;\n"
	"Tex0.GetDimensions(width, height, samples);\n"
	"float4 texcol = 0;\n"
	"for(int i = 0; i < samples; ++i)\n"
	"	texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
	"texcol /= samples;\n"
	"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,16.0f));\n"
	"texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\n"
	"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
	"}\n"
};

const char reint_rgba6_to_rgb8[] = {
	"sampler samp0 : register(s0);\n"
	"Texture2D Tex0 : register(t0);\n"
	"void main(\n"
	"	out float4 ocol0 : SV_Target,\n"
	"	in float4 pos : SV_Position,\n"
	"	in float2 uv0 : TEXCOORD0)\n"
	"{\n"
	"	int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
	"	int4 dst8;\n"
	"	dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
	"	dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
	"	dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
	"	dst8.a = 255;\n"
	"	ocol0 = (float4)dst8 / 255.f;\n"
	"}"
};

const char reint_rgba6_to_rgb8_msaa[] = {
	"sampler samp0 : register(s0);\n"
	"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
	"void main(\n"
	"	out float4 ocol0 : SV_Target,\n"
	"	in float4 pos : SV_Position,\n"
	"	in float2 uv0 : TEXCOORD0)\n"
	"{\n"
	"	int width, height, samples;\n"
	"	Tex0.GetDimensions(width, height, samples);\n"
	"	float4 texcol = 0;\n"
	"	for(int i = 0; i < samples; ++i)\n"
	"		texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
	"	texcol /= samples;\n"
	"	int4 src6 = round(texcol * 63.f);\n"
	"	int4 dst8;\n"
	"	dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
	"	dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
	"	dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
	"	dst8.a = 255;\n"
	"	ocol0 = (float4)dst8 / 255.f;\n"
	"}"
};

const char reint_rgb8_to_rgba6[] = {
	"sampler samp0 : register(s0);\n"
	"Texture2D Tex0 : register(t0);\n"
	"void main(\n"
	"	out float4 ocol0 : SV_Target,\n"
	"	in float4 pos : SV_Position,\n"
	"	in float2 uv0 : TEXCOORD0)\n"
	"{\n"
	"	int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
	"	int4 dst6;\n"
	"	dst6.r = src8.r >> 2;\n"
	"	dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
	"	dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
	"	dst6.a = src8.b & 0x3F;\n"
	"	ocol0 = (float4)dst6 / 63.f;\n"
	"}\n"
};

const char reint_rgb8_to_rgba6_msaa[] = {
	"sampler samp0 : register(s0);\n"
	"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
	"void main(\n"
	"	out float4 ocol0 : SV_Target,\n"
	"	in float4 pos : SV_Position,\n"
	"	in float2 uv0 : TEXCOORD0)\n"
	"{\n"
	"	int width, height, samples;\n"
	"	Tex0.GetDimensions(width, height, samples);\n"
	"	float4 texcol = 0;\n"
	"	for(int i = 0; i < samples; ++i)\n"
	"		texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
	"	texcol /= samples;\n"
	"	int4 src8 = round(texcol * 255.f);\n"
	"	int4 dst6;\n"
	"	dst6.r = src8.r >> 2;\n"
	"	dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
	"	dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
	"	dst6.a = src8.b & 0x3F;\n"
	"	ocol0 = (float4)dst6 / 63.f;\n"
	"}\n"
};

ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled)
{
	if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
	{
		if (!s_rgba6_to_rgb8[0])
		{
			s_rgba6_to_rgb8[0] = D3D::CompileAndCreatePixelShader(reint_rgba6_to_rgb8, sizeof(reint_rgba6_to_rgb8));
			CHECK(s_rgba6_to_rgb8[0], "Create RGBA6 to RGB8 pixel shader");
			D3D::SetDebugObjectName(s_rgba6_to_rgb8[0], "RGBA6 to RGB8 pixel shader");
		}
		return s_rgba6_to_rgb8[0];
	}
	else if (!s_rgba6_to_rgb8[1])
	{
		// create MSAA shader for current AA mode
		char buf[1024];
		const int l = sprintf_s(buf, 1024, reint_rgba6_to_rgb8_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));

		s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf, l);

		CHECK(s_rgba6_to_rgb8[1], "Create RGBA6 to RGB8 MSAA pixel shader");
		D3D::SetDebugObjectName(s_rgba6_to_rgb8[1], "RGBA6 to RGB8 MSAA pixel shader");
	}
	return s_rgba6_to_rgb8[1];
}

ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled)
{
	if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
	{
		if (!s_rgb8_to_rgba6[0])
		{
			s_rgb8_to_rgba6[0] = D3D::CompileAndCreatePixelShader(reint_rgb8_to_rgba6, sizeof(reint_rgb8_to_rgba6));
			CHECK(s_rgb8_to_rgba6[0], "Create RGB8 to RGBA6 pixel shader");
			D3D::SetDebugObjectName(s_rgb8_to_rgba6[0], "RGB8 to RGBA6 pixel shader");
		}
		return s_rgb8_to_rgba6[0];
	}
	else if (!s_rgb8_to_rgba6[1])
	{
		// create MSAA shader for current AA mode
		char buf[1024];
		const int l = sprintf_s(buf, 1024, reint_rgb8_to_rgba6_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));

		s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf, l);

		CHECK(s_rgb8_to_rgba6[1], "Create RGB8 to RGBA6 MSAA pixel shader");
		D3D::SetDebugObjectName(s_rgb8_to_rgba6[1], "RGB8 to RGBA6 MSAA pixel shader");
	}
	return s_rgb8_to_rgba6[1];
}

ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
{
	if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorCopyProgram[0];
	else if (s_ColorCopyProgram[1]) return s_ColorCopyProgram[1];
	else
	{
		// create MSAA shader for current AA mode
		char buf[1024];
		int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
		s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
		CHECK(s_ColorCopyProgram[1]!=NULL, "Create color copy MSAA pixel shader");
		D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader");
		return s_ColorCopyProgram[1];
	}
}

ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
{
	if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorMatrixProgram[0];
	else if (s_ColorMatrixProgram[1]) return s_ColorMatrixProgram[1];
	else
	{
		// create MSAA shader for current AA mode
		char buf[1024];
		int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
		s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
		CHECK(s_ColorMatrixProgram[1]!=NULL, "Create color matrix MSAA pixel shader");
		D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
		return s_ColorMatrixProgram[1];
	}
}

ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
{
	if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_DepthMatrixProgram[0];
	else if (s_DepthMatrixProgram[1]) return s_DepthMatrixProgram[1];
	else
	{
		// create MSAA shader for current AA mode
		char buf[1024];
		int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
		s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
		CHECK(s_DepthMatrixProgram[1]!=NULL, "Create depth matrix MSAA pixel shader");
		D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
		return s_DepthMatrixProgram[1];
	}
}

ID3D11PixelShader* PixelShaderCache::GetClearProgram()
{
	return s_ClearProgram;
}

ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
{
	// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
	if (pscbufchanged)
	{
		D3D11_MAPPED_SUBRESOURCE map;
		D3D::context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
		memcpy(map.pData, psconstants, sizeof(psconstants));
		D3D::context->Unmap(pscbuf, 0);
		pscbufchanged = false;
	}
	return pscbuf;
}

// this class will load the precompiled shaders into our cache
class PixelShaderCacheInserter : public LinearDiskCacheReader<PIXELSHADERUID, u8>
{
public:
	void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size)
	{
		PixelShaderCache::InsertByteCode(key, value, value_size);
	}
};

void PixelShaderCache::Init()
{
	unsigned int cbsize = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16
	D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
	D3D::device->CreateBuffer(&cbdesc, NULL, &pscbuf);
	CHECK(pscbuf!=NULL, "Create pixel shader constant buffer");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "pixel shader constant buffer used to emulate the GX pipeline");

	// used when drawing clear quads
	s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code));	
	CHECK(s_ClearProgram!=NULL, "Create clear pixel shader");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");

	// used when copying/resolving the color buffer
	s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
	CHECK(s_ColorCopyProgram[0]!=NULL, "Create color copy pixel shader");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader");

	// used for color conversion
	s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
	CHECK(s_ColorMatrixProgram[0]!=NULL, "Create color matrix pixel shader");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader");

	// used for depth copy
	s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
	CHECK(s_DepthMatrixProgram[0]!=NULL, "Create depth matrix pixel shader");
	D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader");

	Clear();

	if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
		File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());

	SETSTAT(stats.numPixelShadersCreated, 0);
	SETSTAT(stats.numPixelShadersAlive, 0);

	char cache_filename[MAX_PATH];
	sprintf(cache_filename, "%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
			SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
	PixelShaderCacheInserter inserter;
	g_ps_disk_cache.OpenAndRead(cache_filename, inserter);

	if (g_Config.bEnableShaderDebugging)
		Clear();

	last_entry = NULL;
}

// ONLY to be used during shutdown.
void PixelShaderCache::Clear()
{
	for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
		iter->second.Destroy();
	PixelShaders.clear(); 

	last_entry = NULL;
}

// Used in Swap() when AA mode has changed
void PixelShaderCache::InvalidateMSAAShaders()
{
	SAFE_RELEASE(s_ColorCopyProgram[1]);
	SAFE_RELEASE(s_ColorMatrixProgram[1]);
	SAFE_RELEASE(s_DepthMatrixProgram[1]);
	SAFE_RELEASE(s_rgb8_to_rgba6[1]);
	SAFE_RELEASE(s_rgba6_to_rgb8[1]);
}

void PixelShaderCache::Shutdown()
{
	SAFE_RELEASE(pscbuf);

	SAFE_RELEASE(s_ClearProgram);
	for (int i = 0; i < 2; ++i)
	{
		SAFE_RELEASE(s_ColorCopyProgram[i]);
		SAFE_RELEASE(s_ColorMatrixProgram[i]);
		SAFE_RELEASE(s_DepthMatrixProgram[i]);
		SAFE_RELEASE(s_rgba6_to_rgb8[i]);
		SAFE_RELEASE(s_rgb8_to_rgba6[i]);
	}
	
	Clear();
	g_ps_disk_cache.Sync();
	g_ps_disk_cache.Close();
}

bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
	PIXELSHADERUID uid;
	GetPixelShaderId(&uid, dstAlphaMode, components);

	// Check if the shader is already set
	if (last_entry)
	{
		if (uid == last_uid)
		{
			GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
			ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
			return (last_entry->shader != NULL);
		}
	}

	last_uid = uid;

	// Check if the shader is already in the cache
	PSCache::iterator iter;
	iter = PixelShaders.find(uid);
	if (iter != PixelShaders.end())
	{
		const PSCacheEntry &entry = iter->second;
		last_entry = &entry;
		
		GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
		ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, dstAlphaMode, components);
		return (entry.shader != NULL);
	}

	// Need to compile a new shader
	const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components);

	D3DBlob* pbytecode;
	if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &pbytecode))
	{
		GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
		return false;
	}

	// Insert the bytecode into the caches
	g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());

	bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
	pbytecode->Release();

	if (g_ActiveConfig.bEnableShaderDebugging && success)
	{
		PixelShaders[uid].code = code;
		GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
	}

	GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
	return success;
}

bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen)
{
	ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
	if (shader == NULL)
		return false;

	// TODO: Somehow make the debug name a bit more specific
	D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache");

	// Make an entry in the table
	PSCacheEntry newentry;
	newentry.shader = shader;
	PixelShaders[uid] = newentry;
	last_entry = &PixelShaders[uid];

	if (!shader) {
		// INCSTAT(stats.numPixelShadersFailed);
		return false;
	}

	INCSTAT(stats.numPixelShadersCreated);
	SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
	return true;
}

// These are "callbacks" from VideoCommon and thus must be outside namespace DX11.
// This will have to be changed when we merge.

// HACK to avoid some invasive VideoCommon changes
// these values are hardcoded, they depend on internal D3DCompile behavior; TODO: Solve this with D3DReflect or something
// offset given in floats, table index is float4
static const unsigned int ps_constant_offset_table[] = {
	0, 4, 8, 12,					// C_COLORS, 16
	16, 20, 24, 28,					// C_KCOLORS, 16
	32,								// C_ALPHA, 4
	36, 40, 44, 48, 52, 56, 60, 64,	// C_TEXDIMS, 32
	68, 72,							// C_ZBIAS, 8
	76, 80,							// C_INDTEXSCALE, 8
	84, 88, 92, 96, 100, 104,		// C_INDTEXMTX, 24
	108, 112, 116,					// C_FOG, 12
	120, 124, 128, 132, 136,		// C_PLIGHTS0, 20
	140, 144, 148, 152, 156,		// C_PLIGHTS1, 20
	160, 164, 168, 172,	176,		// C_PLIGHTS2, 20
	180, 184, 188, 192, 196,		// C_PLIGHTS3, 20		
	200, 204, 208, 212, 216,		// C_PLIGHTS4, 20
	220, 224, 228, 232, 236,		// C_PLIGHTS5, 20
	240, 244, 248, 252,	256,		// C_PLIGHTS6, 20
	260, 264, 268, 272, 276,		// C_PLIGHTS7, 20
	280, 284, 288, 292				// C_PMATERIALS, 16	
};
void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
	psconstants[ps_constant_offset_table[const_number]  ] = f1;
	psconstants[ps_constant_offset_table[const_number]+1] = f2;
	psconstants[ps_constant_offset_table[const_number]+2] = f3;
	psconstants[ps_constant_offset_table[const_number]+3] = f4;
	pscbufchanged = true;
}

void Renderer::SetPSConstant4fv(unsigned int const_number, const float* f)
{
	memcpy(&psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4);
	pscbufchanged = true;
}

void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
{
	memcpy(&psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4*count);
	pscbufchanged = true;
}

}  // DX11