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//
// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ShaderCache: Defines rx::ShaderCache, a cache of Direct3D shader objects
// keyed by their byte code.
#ifndef LIBANGLE_RENDERER_D3D_D3D9_SHADERCACHE_H_
#define LIBANGLE_RENDERER_D3D_D3D9_SHADERCACHE_H_
#include "libANGLE/Error.h"
#include "common/debug.h"
#include <cstddef>
#include <unordered_map>
#include <string>
namespace rx
{
template <typename ShaderObject>
class ShaderCache : angle::NonCopyable
{
public:
ShaderCache() : mDevice(nullptr) {}
~ShaderCache()
{
// Call clear while the device is still valid.
ASSERT(mMap.empty());
}
void initialize(IDirect3DDevice9* device)
{
mDevice = device;
}
gl::Error create(const DWORD *function, size_t length, ShaderObject **outShaderObject)
{
std::string key(reinterpret_cast<const char*>(function), length);
typename Map::iterator it = mMap.find(key);
if (it != mMap.end())
{
it->second->AddRef();
*outShaderObject = it->second;
return gl::NoError();
}
ShaderObject *shader;
HRESULT result = createShader(function, &shader);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create shader, result: 0x%X.", result);
}
// Random eviction policy.
if (mMap.size() >= kMaxMapSize)
{
SafeRelease(mMap.begin()->second);
mMap.erase(mMap.begin());
}
shader->AddRef();
mMap[key] = shader;
*outShaderObject = shader;
return gl::NoError();
}
void clear()
{
for (typename Map::iterator it = mMap.begin(); it != mMap.end(); ++it)
{
SafeRelease(it->second);
}
mMap.clear();
}
private:
const static size_t kMaxMapSize = 100;
HRESULT createShader(const DWORD *function, IDirect3DVertexShader9 **shader)
{
return mDevice->CreateVertexShader(function, shader);
}
HRESULT createShader(const DWORD *function, IDirect3DPixelShader9 **shader)
{
return mDevice->CreatePixelShader(function, shader);
}
typedef std::unordered_map<std::string, ShaderObject*> Map;
Map mMap;
IDirect3DDevice9 *mDevice;
};
typedef ShaderCache<IDirect3DVertexShader9> VertexShaderCache;
typedef ShaderCache<IDirect3DPixelShader9> PixelShaderCache;
}
#endif // LIBANGLE_RENDERER_D3D_D3D9_SHADERCACHE_H_