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								// Copyright (C) 2003 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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								#include "LineGeometryShader.h"
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								#include <sstream>
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								#include "D3DBase.h"
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								#include "D3DShader.h"
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								#include "VertexShaderGen.h"
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								namespace DX11
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								{
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								union LineGSParams
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								{
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									struct
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									{
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										FLOAT LineWidth; // In units of 1/6 of an EFB pixel
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										FLOAT TexOffset;
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										FLOAT VpWidth; // Width and height of the viewport in EFB pixels
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										FLOAT VpHeight;
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									};
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									// Constant buffers must be a multiple of 16 bytes in size.
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									u8 pad[16]; // Pad to the next multiple of 16 bytes
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								};
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								static const char LINE_GS_COMMON[] =
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								// The struct VS_OUTPUT used by the vertex shader goes here.
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								"// dolphin-emu line geometry shader common part\n"
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								"cbuffer cbParams : register(b0)\n"
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								"{\n"
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									"struct\n" // Should match LineGSParams above
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									"{\n"
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										"float LineWidth;\n"
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										"float TexOffset;\n"
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										"float VpWidth;\n"
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										"float VpHeight;\n"
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									"} Params;\n"
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								"}\n"
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								"[maxvertexcount(4)]\n"
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								"void main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> outStream)\n"
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								"{\n"
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									// Pretend input[0] is on the bottom and input[1] is on top.
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									// We generate vertices to the left and right.
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									"VS_OUTPUT l0 = input[0];\n"
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									"VS_OUTPUT r0 = l0;\n"
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									"VS_OUTPUT l1 = input[1];\n"
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									"VS_OUTPUT r1 = l1;\n"
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									// GameCube/Wii's line drawing algorithm is a little quirky. It does not
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									// use the correct line caps. Instead, the line caps are vertical or
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									// horizontal depending the slope of the line.
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									"float2 offset;\n"
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									"float2 to = abs(input[1].pos.xy - input[0].pos.xy);\n"
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									// FIXME: What does real hardware do when line is at a 45-degree angle?
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									// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
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									"if (Params.VpHeight*to.y > Params.VpWidth*to.x) {\n"
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										// Line is more tall. Extend geometry left and right.
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										// Lerp Params.LineWidth/2 from [0..VpWidth] to [-1..1]
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										"offset = float2(Params.LineWidth/Params.VpWidth, 0);\n"
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									"} else {\n"
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										// Line is more wide. Extend geometry up and down.
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										// Lerp Params.LineWidth/2 from [0..VpHeight] to [1..-1]
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										"offset = float2(0, -Params.LineWidth/Params.VpHeight);\n"
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									"}\n"
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									"l0.pos.xy -= offset * input[0].pos.w;\n"
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									"r0.pos.xy += offset * input[0].pos.w;\n"
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									"l1.pos.xy -= offset * input[1].pos.w;\n"
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									"r1.pos.xy += offset * input[1].pos.w;\n"
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								"#ifndef NUM_TEXCOORDS\n"
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								"#error NUM_TEXCOORDS not defined\n"
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								"#endif\n"
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									// Apply TexOffset to all tex coordinates in the vertex
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									// FIXME: The game may be able to enable TexOffset for some coords and
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									// disable for others, but where is that information stored?
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								"#if NUM_TEXCOORDS >= 1\n"
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									"r0.tex0.x += Params.TexOffset;\n"
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									"r1.tex0.x += Params.TexOffset;\n"
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								"#endif\n"
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								"#if NUM_TEXCOORDS >= 2\n"
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									"r0.tex1.x += Params.TexOffset;\n"
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									"r1.tex1.x += Params.TexOffset;\n"
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								"#endif\n"
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								"#if NUM_TEXCOORDS >= 3\n"
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									"r0.tex2.x += Params.TexOffset;\n"
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									"r1.tex2.x += Params.TexOffset;\n"
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								"#endif\n"
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								"#if NUM_TEXCOORDS >= 4\n"
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									"r0.tex3.x += Params.TexOffset;\n"
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									"r1.tex3.x += Params.TexOffset;\n"
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								"#endif\n"
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								"#if NUM_TEXCOORDS >= 5\n"
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									"r0.tex4.x += Params.TexOffset;\n"
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									"r1.tex4.x += Params.TexOffset;\n"
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								"#endif\n"
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								"#if NUM_TEXCOORDS >= 6\n"
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									"r0.tex5.x += Params.TexOffset;\n"
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									"r1.tex5.x += Params.TexOffset;\n"
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								"#endif\n"
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								"#if NUM_TEXCOORDS >= 7\n"
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									"r0.tex6.x += Params.TexOffset;\n"
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									"r1.tex6.x += Params.TexOffset;\n"
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								"#endif\n"
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								"#if NUM_TEXCOORDS >= 8\n"
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									"r0.tex7.x += Params.TexOffset;\n"
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									"r1.tex7.x += Params.TexOffset;\n"
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								"#endif\n"
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									"outStream.Append(l0);\n"
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									"outStream.Append(r0);\n"
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									"outStream.Append(l1);\n"
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									"outStream.Append(r1);\n"
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								"}\n"
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								;
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								LineGeometryShader::LineGeometryShader()
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									: m_ready(false)
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								{
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									// Create constant buffer for uploading data to geometry shader
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							 | 
							
								
							 | 
							
								
							 | 
							
							
									
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										D3D11_BIND_CONSTANT_BUFFER);
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-30 07:17:23 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									m_paramsBuffer = CreateBufferShared(&bd, NULL);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									CHECK(m_paramsBuffer, "create line geometry shader params buffer");
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-14 09:38:29 +00:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									D3D::SetDebugObjectName(m_paramsBuffer, "line geometry shader params buffer");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									m_ready = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-28 05:42:21 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								bool LineGeometryShader::SetShader(u32 components, float lineWidth,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									float texOffset, float vpWidth, float vpHeight)
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-14 09:38:29 +00:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (!m_ready)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										return false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									// Make sure geometry shader for "components" is available
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									ComboMap::iterator shaderIt = m_shaders.find(components);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (shaderIt == m_shaders.end())
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										// Generate new shader. Warning: not thread-safe.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										static char code[16384];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										char* p = code;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										p = GenerateVSOutputStruct(p, components, API_D3D11);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										p += sprintf(p, "\n%s", LINE_GS_COMMON);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										std::stringstream numTexCoordsStr;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										numTexCoordsStr << xfregs.numTexGen.numTexGens;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										INFO_LOG(VIDEO, "Compiling line geometry shader for components 0x%.08X (num texcoords %d)",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											components, xfregs.numTexGen.numTexGens);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										D3D_SHADER_MACRO macros[] = {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											{ "NUM_TEXCOORDS", numTexCoordsStr.str().c_str() },
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											{ NULL, NULL }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										};
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-30 07:17:23 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										auto const newShader = D3D::CompileAndCreateGeometryShader(code, unsigned int(strlen(code)), macros);
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-14 09:38:29 +00:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if (!newShader)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											WARN_LOG(VIDEO, "Line geometry shader for components 0x%.08X failed to compile", components);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											// Add dummy shader to prevent trying to compile again
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-30 07:17:23 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
											m_shaders[components].reset();
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-14 09:38:29 +00:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
											return false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										shaderIt = m_shaders.insert(std::make_pair(components, newShader)).first;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (shaderIt != m_shaders.end())
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if (shaderIt->second)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										{
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-30 07:17:23 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
											LineGSParams params = {};
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-14 09:38:29 +00:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
											params.LineWidth = lineWidth;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											params.TexOffset = texOffset;
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-28 05:42:21 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
											params.VpWidth = vpWidth;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											params.VpHeight = vpHeight;
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-30 07:17:23 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
											D3D::g_context->UpdateSubresource(m_paramsBuffer, 0, NULL, ¶ms, 0, 0);
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-14 09:38:29 +00:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-28 05:42:21 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
											DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												lineWidth, texOffset, vpWidth, vpHeight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-30 07:17:23 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
											D3D::g_context->GSSetShader(shaderIt->second, NULL, 0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											D3D::g_context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);
							 | 
						
					
						
							
								
									
										
										
										
											2011-03-14 09:38:29 +00:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											return true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											return false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										return false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |