lioncash ef85b9af45 Update the license file text (change SVN to Git) in all projects except Core since I was told a merge was happening soon. So for the sake of the merge going smoothly, I'll fix that when I remove the tab/space mismatches from the Core project.
Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects.

Now, the Core is literally the only project with tab/space mismatches (on a large scale).
2013-04-15 16:28:55 -04:00

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// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official Git repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#pragma once
#include "PixelShaderGen.h"
#include <d3d11.h>
#include <map>
enum DSTALPHA_MODE;
namespace DX11
{
class PixelShaderCache
{
public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen);
static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer* &GetConstantBuffer();
static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetClearProgram();
static ID3D11PixelShader* ReinterpRGBA6ToRGB8(bool multisampled);
static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
static void InvalidateMSAAShaders();
private:
struct PSCacheEntry
{
ID3D11PixelShader* shader;
PIXELSHADERUIDSAFE safe_uid;
std::string code;
PSCacheEntry() : shader(NULL) {}
void Destroy() { SAFE_RELEASE(shader); }
};
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
static PSCache PixelShaders;
static const PSCacheEntry* last_entry;
static PIXELSHADERUID last_uid;
};
} // namespace DX11