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								// Copyright 2013 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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								#include "GLUtil.h"
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								#include "x64Emitter.h"
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								#include "x64ABI.h"
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								#include "MemoryUtil.h"
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								#include "ProgramShaderCache.h"
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								#include "VertexShaderGen.h"
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								#include "CPMemory.h"
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								#include "NativeVertexFormat.h"
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								#include "VertexManager.h"
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								// Here's some global state. We only use this to keep track of what we've sent to the OpenGL state
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								// machine.
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								namespace OGL
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								{
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								NativeVertexFormat* VertexManager::CreateNativeVertexFormat()
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								{
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									return new GLVertexFormat();
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								}
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								GLVertexFormat::GLVertexFormat()
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								{
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								}
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								GLVertexFormat::~GLVertexFormat()
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								{
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									glDeleteVertexArrays(1, &VAO);
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								}
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								inline GLuint VarToGL(VarType t)
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								{
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									static const GLuint lookup[5] = {
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										GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FLOAT
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									};
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									return lookup[t];
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								}
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								void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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								{
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									this->vtx_decl = _vtx_decl;
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									vertex_stride = vtx_decl.stride;
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									// We will not allow vertex components causing uneven strides.
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									if (vertex_stride & 3) 
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										PanicAlert("Uneven vertex stride: %i", vertex_stride);
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									VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
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									glGenVertexArrays(1, &VAO);
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									glBindVertexArray(VAO);
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									// the element buffer is bound directly to the vao, so we must it set for every vao
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									glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
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									glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
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									glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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									glVertexAttribPointer(SHADER_POSITION_ATTRIB, 3, GL_FLOAT, GL_FALSE, vtx_decl.stride, (u8*)NULL);
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									for (int i = 0; i < 3; i++) {
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										if (vtx_decl.num_normals > i) {
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											glEnableVertexAttribArray(SHADER_NORM0_ATTRIB+i);
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											glVertexAttribPointer(SHADER_NORM0_ATTRIB+i, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[i]);
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										}
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									}
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									for (int i = 0; i < 2; i++) {
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										if (vtx_decl.color_offset[i] != -1) {
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											glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB+i);
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											glVertexAttribPointer(SHADER_COLOR0_ATTRIB+i, 4, GL_UNSIGNED_BYTE, GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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										}
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									}
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									for (int i = 0; i < 8; i++) {
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										if (vtx_decl.texcoord_offset[i] != -1) {
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											glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB+i);
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											glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB+i, vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
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												GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
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										}
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									}
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									if (vtx_decl.posmtx_offset != -1) {
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										glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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										glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.posmtx_offset);
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									}
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									vm->m_last_vao = VAO;
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								}
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								void GLVertexFormat::SetupVertexPointers() {
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								}
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								}
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