2008-07-17 21:09:18 +00:00
										 
									 
								 
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								// Copyright (C) 2003-2008 Dolphin Project.
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								// This program is free software: you can redistribute it and/or modify
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								// it under the terms of the GNU General Public License as published by
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								// the Free Software Foundation, version 2.0.
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								// This program is distributed in the hope that it will be useful,
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								// GNU General Public License 2.0 for more details.
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								// A copy of the GPL 2.0 should have been included with the program.
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								// If not, see http://www.gnu.org/licenses/
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								// Official SVN repository and contact information can be found at
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								// http://code.google.com/p/dolphin-emu/
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								#ifndef _VERTEXSHADERMANAGER_H
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								#define _VERTEXSHADERMANAGER_H
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								#include <map>
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											2008-07-18 19:33:55 +00:00
										 
									 
								 
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								struct VERTEXSHADER
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								{
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								    VERTEXSHADER() : glprogid(0) {}
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								    GLuint glprogid; // opengl program id
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								#ifdef _DEBUG
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									std::string strprog;
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								#endif
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								};
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											2008-10-22 20:54:40 +00:00
										 
									 
								 
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								class VERTEXSHADERUID
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								{
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								public:
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									u32 values[9];
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									VERTEXSHADERUID() {
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										memset(values, 0, sizeof(values));		
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									}
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									VERTEXSHADERUID(const VERTEXSHADERUID& r) {
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										for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i) 
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											values[i] = r.values[i]; 
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									}
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									int GetNumValues() const {
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										return (((values[0] >> 23) & 0xf)*3 + 3)/4 + 3; // numTexGens*3/4+1
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									}
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									bool operator <(const VERTEXSHADERUID& _Right) const
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									{
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										if (values[0] < _Right.values[0])
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											return true;
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										else if (values[0] > _Right.values[0])
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											return false;
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										int N = GetNumValues();
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										for (int i = 1; i < N; ++i) {
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											if (values[i] < _Right.values[i])
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												return true;
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											else if (values[i] > _Right.values[i])
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												return false;
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										}
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										return false;
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									}
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									bool operator ==(const VERTEXSHADERUID& _Right) const
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									{
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										if (values[0] != _Right.values[0])
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											return false;
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										int N = GetNumValues();
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										for (int i = 1; i < N; ++i) {
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											if (values[i] != _Right.values[i])
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												return false;
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										}
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										return true;
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									}
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								};
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								class VertexShaderMngr
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								{
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								    struct VSCacheEntry
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								    { 
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								        VERTEXSHADER shader;
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								        int frameCount;
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								        VSCacheEntry() : frameCount(0) {}
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								        void Destroy() {
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											// printf("Destroying vs %i\n", shader.glprogid);
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								            glDeleteProgramsARB(1, &shader.glprogid);
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											shader.glprogid = 0;
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								        }
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								    };
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								    typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
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								    static VSCache vshaders;
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								    static VERTEXSHADER* pShaderLast;
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									static void GetVertexShaderId(VERTEXSHADERUID& uid, u32 components);
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									static void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4);
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									static void SetVSConstant4fv(int const_number, const float *f);
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								public:
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								    static void Init();
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								    static void Cleanup();
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								    static void Shutdown();
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								    static VERTEXSHADER* GetShader(u32 components);
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								    static bool CompileVertexShader(VERTEXSHADER& ps, const char* pstrprogram);
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								    // constant management
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								    static void SetConstants(VERTEXSHADER& vs);
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								    static void SetViewport(float* _Viewport);
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								    static void SetViewportChanged();
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								    static void SetProjection(float* _pProjection, int constantIndex = -1);
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								    static void InvalidateXFRange(int start, int end);
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								    static void SetTexMatrixChangedA(u32 Value);
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								    static void SetTexMatrixChangedB(u32 Value);
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								    static void LoadXFReg(u32 transferSize, u32 address, u32 *pData);
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								    static void LoadIndexedXF(u32 val, int array);
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								    static float* GetPosNormalMat();
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									static float GetPixelAspectRatio();
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								};
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								#endif
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