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								// Copyright 2008 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#pragma once
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								#include "Common/CommonTypes.h"
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								#include "VideoCommon/LightingShaderGen.h"
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								#include "VideoCommon/ShaderGenCommon.h"
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								#include "VideoCommon/VideoCommon.h"
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								// Different ways to achieve rendering with destination alpha
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								enum DSTALPHA_MODE
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								{
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									DSTALPHA_NONE, // Render normally, without destination alpha
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									DSTALPHA_ALPHA_PASS, // Render normally first, then render again for alpha
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									DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending
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								};
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								#pragma pack(1)
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								struct pixel_shader_uid_data
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								{
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									// TODO: Optimize field order for easy access!
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									u32 num_values; // TODO: Shouldn't be a u32
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									u32 NumValues() const { return num_values; }
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									u32 components : 23;
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									u32 dstAlphaMode : 2;
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									u32 Pretest : 2;
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									u32 nIndirectStagesUsed : 4;
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									u32 stereo : 1;
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									u32 genMode_numtexgens : 4;
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									u32 genMode_numtevstages : 4;
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									u32 genMode_numindstages : 3;
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									u32 alpha_test_comp0 : 3;
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									u32 alpha_test_comp1 : 3;
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									u32 alpha_test_logic : 2;
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									u32 alpha_test_use_zcomploc_hack : 1;
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									u32 fog_proj : 1;
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									u32 fog_fsel : 3;
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									u32 fog_RangeBaseEnabled : 1;
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									u32 ztex_op : 2;
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									u32 fast_depth_calc : 1;
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									u32 per_pixel_depth : 1;
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									u32 forced_early_z : 1;
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									u32 early_ztest : 1;
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									u32 bounding_box : 1;
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									// TODO: 29 bits of padding is a waste. Can we free up some bits elseware?
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									u32 zfreeze : 1;
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									u32 msaa : 1;
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									u32 ssaa : 1;
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									u32 pad : 29;
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									u32 texMtxInfo_n_projection : 8; // 8x1 bit
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									u32 tevindref_bi0 : 3;
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									u32 tevindref_bc0 : 3;
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									u32 tevindref_bi1 : 3;
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									u32 tevindref_bc1 : 3;
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									u32 tevindref_bi2 : 3;
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									u32 tevindref_bc3 : 3;
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									u32 tevindref_bi4 : 3;
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									u32 tevindref_bc4 : 3;
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									inline void SetTevindrefValues(int index, u32 texcoord, u32 texmap)
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									{
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										if (index == 0) { tevindref_bc0 = texcoord; tevindref_bi0 = texmap; }
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										else if (index == 1) { tevindref_bc1 = texcoord; tevindref_bi1 = texmap; }
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										else if (index == 2) { tevindref_bc3 = texcoord; tevindref_bi2 = texmap; }
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										else if (index == 3) { tevindref_bc4 = texcoord; tevindref_bi4 = texmap; }
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									}
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									inline void SetTevindrefTexmap(int index, u32 texmap)
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									{
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										if (index == 0) { tevindref_bi0 = texmap; }
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										else if (index == 1) { tevindref_bi1 = texmap; }
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										else if (index == 2) { tevindref_bi2 = texmap; }
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										else if (index == 3) { tevindref_bi4 = texmap; }
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									}
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									struct {
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										// TODO: Can save a lot space by removing the padding bits
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										u32 cc : 24;
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										u32 ac : 24;
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										u32 tevorders_texmap : 3;
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										u32 tevorders_texcoord : 3;
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										u32 tevorders_enable : 1;
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										u32 tevorders_colorchan : 3;
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										u32 pad1 : 6;
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										// TODO: Clean up the swapXY mess
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										u32 hasindstage : 1;
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										u32 tevind : 21;
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										u32 tevksel_swap1a : 2;
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										u32 tevksel_swap2a : 2;
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										u32 tevksel_swap1b : 2;
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										u32 tevksel_swap2b : 2;
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										u32 pad2 : 2;
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										u32 tevksel_swap1c : 2;
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										u32 tevksel_swap2c : 2;
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										u32 tevksel_swap1d : 2;
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										u32 tevksel_swap2d : 2;
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										u32 tevksel_kc : 5;
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										u32 tevksel_ka : 5;
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										u32 pad3 : 14;
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									} stagehash[16];
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									// TODO: I think we're fine without an enablePixelLighting field, should probably double check, though..
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									LightingUidData lighting;
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								};
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								#pragma pack()
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								typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
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								ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
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								PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
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