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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 <map>
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								#include "Common.h"
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								#include "FileUtil.h"
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								#include "LinearDiskCache.h"
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								#include "Globals.h"
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								#include "D3DBase.h"
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								#include "D3DShader.h"
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								#include "Statistics.h"
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								#include "Profiler.h"
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								#include "VideoConfig.h"
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								#include "VertexShaderCache.h"
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								#include "VertexLoader.h"
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								#include "BPMemory.h"
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								#include "XFMemory.h"
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								VertexShaderCache::VSCache VertexShaderCache::vshaders;
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								const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
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								static ID3D11VertexShader* SimpleVertexShader = NULL;
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								static ID3D11VertexShader* ClearVertexShader = NULL;
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								static ID3D11InputLayout* SimpleLayout = NULL;
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								static ID3D11InputLayout* ClearLayout = NULL;
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								LinearDiskCache g_vs_disk_cache;
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								ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; }
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								ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; }
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								ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; }
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								ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; }
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								// maps the constant numbers to float indices in the constant buffer
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								unsigned int vs_constant_offset_table[238];
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								void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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								{
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									if(D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]  ] != f1 
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									|| D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+1] != f2
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									|| D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+2] != f3
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									|| D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+3] != f4)
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									{
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										D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]  ] = f1;
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										D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+1] = f2;
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										D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+2] = f3;
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										D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+3] = f4;
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										D3D::gfxstate->vscbufchanged = true;
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									}
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								}
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								void SetVSConstant4fv(unsigned int const_number, const float* f)
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								{
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									if(memcmp(&D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4))
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									{
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										memcpy(&D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4);
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										D3D::gfxstate->vscbufchanged = true;
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									}
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								}
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								void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float* f)
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								{
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									for (unsigned int i = 0; i < count; i++)
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									{
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										memcpy(&D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number+i]], f+3*i, sizeof(float)*3);
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										D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number+i]+3] = 0.f;		
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									}
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									D3D::gfxstate->vscbufchanged = true;
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								}
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								void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
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								{
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									if(memcmp(&D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4*count))
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									{
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										memcpy(&D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4*count);
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										D3D::gfxstate->vscbufchanged = true;
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									}
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								}
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								// this class will load the precompiled shaders into our cache
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								class VertexShaderCacheInserter : public LinearDiskCacheReader {
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								public:
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									void Read(const u8* key, int key_size, const u8* value, int value_size)
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									{
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										VERTEXSHADERUID uid;
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										if (key_size != sizeof(uid))
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										{
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											ERROR_LOG(VIDEO, "Wrong key size in vertex shader cache");
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											return;
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										}
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										memcpy(&uid, key, key_size);
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										ID3D10Blob* blob;
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										D3D10CreateBlob(value_size, &blob);
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										memcpy(blob->GetBufferPointer(), value, value_size);
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										VertexShaderCache::InsertByteCode(uid, blob);
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										blob->Release();
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									}
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								};
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								const char simple_shader_code[] = {
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									"struct VSOUTPUT\n"
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									"{\n"
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									"float4 vPosition : POSITION;\n"
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									"float2 vTexCoord : TEXCOORD0;\n"
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									"};\n"
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									"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0)\n"
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									"{\n"
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									"VSOUTPUT OUT;\n"
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									"OUT.vPosition = inPosition;\n"
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									"OUT.vTexCoord = inTEX0;\n"
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									"return OUT;\n"
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									"}\n"
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								};
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								const char clear_shader_code[] = {
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									"struct VSOUTPUT\n"
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									"{\n"
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									"float4 vPosition   : POSITION;\n"
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									"float4 vColor0   : COLOR0;\n"						   
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									"};\n"
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									"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
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									"{\n"
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									"VSOUTPUT OUT;\n"
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									"OUT.vPosition = inPosition;\n"
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									"OUT.vColor0 = inColor0;\n"
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									"return OUT;\n"
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									"}\n"
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								};
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								void VertexShaderCache::Init()
							 | 
						
					
						
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							 | 
							
							
								{
							 | 
						
					
						
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							 | 
							
							
									const D3D11_INPUT_ELEMENT_DESC simpleelems[2] =
							 | 
						
					
						
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							 | 
							
							
									{
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										{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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										{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,    0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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									};
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									const D3D11_INPUT_ELEMENT_DESC clearelems[2] =
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									{
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										{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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										{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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									};
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									ID3D10Blob* blob;
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									D3D::CompileVertexShader(simple_shader_code, strlen(simple_shader_code), &blob);
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									D3D::device->CreateInputLayout(simpleelems, 2, blob->GetBufferPointer(), blob->GetBufferSize(), &SimpleLayout);
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									SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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									if (SimpleLayout == NULL || SimpleVertexShader == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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									blob->Release();
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									D3D::CompileVertexShader(clear_shader_code, (int)strlen(clear_shader_code), &blob);
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									D3D::device->CreateInputLayout(clearelems, 2, blob->GetBufferPointer(), blob->GetBufferSize(), &ClearLayout);
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									ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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									if (ClearLayout == NULL || ClearVertexShader == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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									blob->Release();
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									Clear();
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									// these values are hardcoded, they depend on internal D3DCompile behavior
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									// TODO: Do this with D3DReflect or something instead
							 | 
						
					
						
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									unsigned int k;
							 | 
						
					
						
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							 | 
							
							
									for (k = 0;k < 64;k++) vs_constant_offset_table[C_TRANSFORMMATRICES+k]     = 312+4*k;
							 | 
						
					
						
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							 | 
							
							
									for (k = 0;k < 24;k++) vs_constant_offset_table[C_TEXMATRICES+k]           = 216+4*k;
							 | 
						
					
						
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							 | 
							
							
									for (k = 0;k < 32;k++) vs_constant_offset_table[C_NORMALMATRICES+k]        = 568+4*k;
							 | 
						
					
						
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							 | 
							
							
									for (k = 0;k <  6;k++) vs_constant_offset_table[C_POSNORMALMATRIX+k]       =   0+4*k;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
									for (k = 0;k < 64;k++) vs_constant_offset_table[C_POSTTRANSFORMMATRICES+k] = 696+4*k;
							 | 
						
					
						
							| 
								
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							 | 
							
							
									for (k = 0;k < 40;k++) vs_constant_offset_table[C_LIGHTS+k]                =  56+4*k;
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
									for (k = 0;k <  4;k++) vs_constant_offset_table[C_MATERIALS+k]             =  40+4*k;
							 | 
						
					
						
							| 
								
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							 | 
							
							
									for (k = 0;k <  4;k++) vs_constant_offset_table[C_PROJECTION+k]            =  24+4*k;
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									if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
										File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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							 | 
							
							
									char cache_filename[MAX_PATH];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
							 | 
						
					
						
							| 
								
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							 | 
							
							
									VertexShaderCacheInserter inserter;
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
									g_vs_disk_cache.OpenAndRead(cache_filename, &inserter);
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							 | 
							
							
								}
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								void VertexShaderCache::Clear()
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								{
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							 | 
							
							
									VSCache::iterator iter = vshaders.begin();
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							 | 
							
							
									for (; iter != vshaders.end(); ++iter)
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										iter->second.Destroy();
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							 | 
							
							
									vshaders.clear();
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								}
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								void VertexShaderCache::Shutdown()
							 | 
						
					
						
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								{
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									SAFE_RELEASE(SimpleVertexShader);
							 | 
						
					
						
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							 | 
							
							
									SAFE_RELEASE(ClearVertexShader);
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									SAFE_RELEASE(SimpleLayout);
							 | 
						
					
						
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							 | 
							
							
									SAFE_RELEASE(ClearLayout);
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									Clear();
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							 | 
							
							
									g_vs_disk_cache.Sync();
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							 | 
							
							
									g_vs_disk_cache.Close();
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							 | 
							
							
								}
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								bool VertexShaderCache::SetShader(u32 components)
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
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							 | 
							
							
									DVSTARTPROFILE();
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									VERTEXSHADERUID uid;
							 | 
						
					
						
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							 | 
							
							
									GetVertexShaderId(&uid, components);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
							 | 
						
					
						
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							 | 
							
							
										return (vshaders[uid].shader != NULL);
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							 | 
							
							
									memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
							 | 
						
					
						
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									VSCache::iterator iter;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									iter = vshaders.find(uid);
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
									if (iter != vshaders.end())
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
									{
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							 | 
							
							
										iter->second.frameCount = frameCount;
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
										const VSCacheEntry &entry = iter->second;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										last_entry = &entry;
							 | 
						
					
						
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							 | 
							
							
										if (entry.shader) D3D::gfxstate->SetVShader(entry.shader, iter->second.bytecode);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										return (entry.shader != NULL);
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
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							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									const char* code = GenerateVertexShaderCode(components, API_D3D11);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
									ID3D10Blob* pbytecode = NULL;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									D3D::CompileVertexShader(code, (int)strlen(code), &pbytecode);
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
									if (pbytecode == NULL)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										PanicAlert("Failed to compile Vertex Shader %s %d:\n\n%s", __FILE__, __LINE__, code);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										return false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									g_vs_disk_cache.Append((u8*)&uid, sizeof(uid), (const u8*)pbytecode->GetBufferPointer(), pbytecode->GetBufferSize());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									g_vs_disk_cache.Sync();
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									bool result = InsertByteCode(uid, pbytecode);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									D3D::gfxstate->SetVShader(last_entry->shader, last_entry->bytecode);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									pbytecode->Release();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									return result;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, ID3D10Blob* bcodeblob)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (shader == NULL)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n", bcodeblob->GetBufferPointer(), bcodeblob->GetBufferSize(), __FILE__, __LINE__);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										return false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									// Make an entry in the table
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									VSCacheEntry entry;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									entry.shader = shader;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									entry.frameCount = frameCount;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									entry.SetByteCode(bcodeblob);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									vshaders[uid] = entry;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									last_entry = &vshaders[uid];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									INCSTAT(stats.numVertexShadersCreated);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									return true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 |