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										 |  |  | // Copyright 2014 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 <algorithm>
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							|  |  |  | #include <cstdarg>
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							|  |  |  | #include <cstdio>
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										 |  |  | #include <iomanip>
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										 |  |  | #include <string>
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										 |  |  | #include <vector>
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										 |  |  | #include "Common/CommonTypes.h"
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										 |  |  | #include "Common/StringUtil.h"
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										 |  |  | #include "VideoCommon/VideoCommon.h"
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										 |  |  | /**
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							|  |  |  |  * Common interface for classes that need to go through the shader generation path (GenerateVertexShader, GeneratePixelShader) | 
					
						
							|  |  |  |  * In particular, this includes the shader code generator (ShaderCode). | 
					
						
							|  |  |  |  * A different class (ShaderUid) can be used to uniquely identify each ShaderCode object. | 
					
						
							|  |  |  |  * More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader constants are being used. This can be used to optimize buffer management. | 
					
						
							|  |  |  |  * Each of the ShaderCode, ShaderUid and ShaderConstantProfile child classes only implement the subset of ShaderGeneratorInterface methods that are required for the specific tasks. | 
					
						
							|  |  |  |  */ | 
					
						
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										 |  |  | class ShaderGeneratorInterface | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | public: | 
					
						
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										 |  |  | 	/*
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							|  |  |  | 	 * Used when the shader generator would write a piece of ShaderCode. | 
					
						
							|  |  |  | 	 * Can be used like printf. | 
					
						
							|  |  |  | 	 * @note In the ShaderCode implementation, this does indeed write the parameter string to an internal buffer. However, you're free to do whatever you like with the parameter. | 
					
						
							|  |  |  | 	 */ | 
					
						
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										 |  |  | 	void Write(const char* fmt, ...) {} | 
					
						
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							|  |  |  | 	/*
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							|  |  |  | 	 * Returns a read pointer to the internal buffer. | 
					
						
							|  |  |  | 	 * @note When implementing this method in a child class, you likely want to return the argument of the last SetBuffer call here | 
					
						
							|  |  |  | 	 * @note SetBuffer() should be called before using GetBuffer(). | 
					
						
							|  |  |  | 	 */ | 
					
						
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										 |  |  | 	const char* GetBuffer() { return nullptr; } | 
					
						
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							|  |  |  | 	/*
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							|  |  |  | 	 * Can be used to give the object a place to write to. This should be called before using Write(). | 
					
						
							|  |  |  | 	 * @param buffer pointer to a char buffer that the object can write to | 
					
						
							|  |  |  | 	 */ | 
					
						
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										 |  |  | 	void SetBuffer(char* buffer) { } | 
					
						
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							|  |  |  | 	/*
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							|  |  |  | 	 * Tells us that a specific constant range (including last_index) is being used by the shader | 
					
						
							|  |  |  | 	 */ | 
					
						
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										 |  |  | 	inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {} | 
					
						
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										 |  |  | 	/*
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							|  |  |  | 	 * Returns a pointer to an internally stored object of the uid_data type. | 
					
						
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										 |  |  | 	 * @warning since most child classes use the default implementation you shouldn't access this directly without adding precautions against nullptr access (e.g. via adding a dummy structure, cf. the vertex/pixel shader generators) | 
					
						
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										 |  |  | 	 */ | 
					
						
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										 |  |  | 	template<class uid_data> | 
					
						
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										 |  |  | 	uid_data& GetUidData() { return *(uid_data*)nullptr; } | 
					
						
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										 |  |  | }; | 
					
						
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										 |  |  | /**
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							|  |  |  |  * Shader UID class used to uniquely identify the ShaderCode output written in the shader generator. | 
					
						
							|  |  |  |  * uid_data can be any struct of parameters that uniquely identify each shader code output. | 
					
						
							|  |  |  |  * Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint. | 
					
						
							|  |  |  |  * Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw u32 values from a union. | 
					
						
							|  |  |  |  */ | 
					
						
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										 |  |  | template<class uid_data> | 
					
						
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										 |  |  | class ShaderUid : public ShaderGeneratorInterface | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | public: | 
					
						
							|  |  |  | 	ShaderUid() | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  | 		// TODO: Move to Shadergen => can be optimized out
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										 |  |  | 		memset(values, 0, sizeof(values)); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	bool operator == (const ShaderUid& obj) const | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  | 		return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) == 0; | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	bool operator != (const ShaderUid& obj) const | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  | 		return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) != 0; | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	// determines the storage order inside STL containers
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										 |  |  | 	bool operator < (const ShaderUid& obj) const | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  | 		return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) < 0; | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	template<class T> | 
					
						
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										 |  |  | 	inline T& GetUidData() { return data; } | 
					
						
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										 |  |  | 	const uid_data& GetUidData() const { return data; } | 
					
						
							|  |  |  | 	size_t GetUidDataSize() const { return sizeof(values); } | 
					
						
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										 |  |  | private: | 
					
						
							|  |  |  | 	union | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		uid_data data; | 
					
						
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										 |  |  | 		u8 values[sizeof(uid_data)]; | 
					
						
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										 |  |  | 	}; | 
					
						
							|  |  |  | }; | 
					
						
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										 |  |  | class ShaderCode : public ShaderGeneratorInterface | 
					
						
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										 |  |  | 	ShaderCode() : buf(nullptr), write_ptr(nullptr) | 
					
						
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										 |  |  | 	{ | 
					
						
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							|  |  |  | 	} | 
					
						
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							|  |  |  | 	void Write(const char* fmt, ...) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		va_list arglist; | 
					
						
							|  |  |  | 		va_start(arglist, fmt); | 
					
						
							|  |  |  | 		write_ptr += vsprintf(write_ptr, fmt, arglist); | 
					
						
							|  |  |  | 		va_end(arglist); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	const char* GetBuffer() { return buf; } | 
					
						
							|  |  |  | 	void SetBuffer(char* buffer) { buf = buffer; write_ptr = buffer; } | 
					
						
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							|  |  |  | private: | 
					
						
							|  |  |  | 	const char* buf; | 
					
						
							|  |  |  | 	char* write_ptr; | 
					
						
							|  |  |  | }; | 
					
						
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										 |  |  | /**
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							|  |  |  |  * Generates a shader constant profile which can be used to query which constants are used in a shader | 
					
						
							|  |  |  |  */ | 
					
						
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										 |  |  | class ShaderConstantProfile : public ShaderGeneratorInterface | 
					
						
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										 |  |  | { | 
					
						
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							|  |  |  | 	ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); } | 
					
						
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							|  |  |  | 	inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		for (unsigned int i = first_index; i < last_index+1; ++i) | 
					
						
							|  |  |  | 			constant_usage[i] = true; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	inline bool ConstantIsUsed(unsigned int index) | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  | 		// TODO: Not ready for usage yet
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										 |  |  | 		return true; | 
					
						
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										 |  |  | 		//return constant_usage[index];
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										 |  |  | 	} | 
					
						
							|  |  |  | private: | 
					
						
							|  |  |  | 	std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
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							|  |  |  | }; | 
					
						
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										 |  |  | /**
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							|  |  |  |  * Checks if there has been | 
					
						
							|  |  |  |  */ | 
					
						
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										 |  |  | template<class UidT, class CodeT> | 
					
						
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										 |  |  | class UidChecker | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | public: | 
					
						
							|  |  |  | 	void Invalidate() | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		m_shaders.clear(); | 
					
						
							|  |  |  | 		m_uids.clear(); | 
					
						
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										 |  |  | 	} | 
					
						
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							|  |  |  | 	void AddToIndexAndCheck(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		bool uid_is_indexed = std::find(m_uids.begin(), m_uids.end(), new_uid) != m_uids.end(); | 
					
						
							|  |  |  | 		if (!uid_is_indexed) | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			m_uids.push_back(new_uid); | 
					
						
							|  |  |  | 			m_shaders[new_uid] = new_code.GetBuffer(); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		else | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			// uid is already in the index => check if there's a shader with the same uid but different code
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							|  |  |  | 			auto& old_code = m_shaders[new_uid]; | 
					
						
							|  |  |  | 			if (strcmp(old_code.c_str(), new_code.GetBuffer()) != 0) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				static int num_failures = 0; | 
					
						
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										 |  |  | 				std::string temp = StringFromFormat("%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), | 
					
						
							|  |  |  | 						dump_prefix, ++num_failures); | 
					
						
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							|  |  |  | 				// TODO: Should also dump uids
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							|  |  |  | 				std::ofstream file; | 
					
						
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										 |  |  | 				OpenFStream(file, temp, std::ios_base::out); | 
					
						
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										 |  |  | 				file << "Old shader code:\n" << old_code; | 
					
						
							|  |  |  | 				file << "\n\nNew shader code:\n" << new_code.GetBuffer(); | 
					
						
							|  |  |  | 				file << "\n\nShader uid:\n"; | 
					
						
							|  |  |  | 				for (unsigned int i = 0; i < new_uid.GetUidDataSize(); ++i) | 
					
						
							|  |  |  | 				{ | 
					
						
							|  |  |  | 					u32 value = ((u32*)&new_uid.GetUidData())[i]; | 
					
						
							|  |  |  | 					if ((i % 4) == 0) | 
					
						
							|  |  |  | 					{ | 
					
						
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										 |  |  | 						auto last_value = (i+3 < new_uid.GetUidDataSize()-1) ? i+3 : new_uid.GetUidDataSize(); | 
					
						
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										 |  |  | 						file << std::setfill(' ') << std::dec; | 
					
						
							|  |  |  | 						file << "Values " << std::setw(2) << i << " - " << last_value << ": "; | 
					
						
							|  |  |  | 					} | 
					
						
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							|  |  |  | 					file << std::setw(8) << std::setfill('0') << std::hex << value << std::setw(1); | 
					
						
							|  |  |  | 					if ((i % 4) < 3) | 
					
						
							|  |  |  | 						file << ' '; | 
					
						
							|  |  |  | 					else | 
					
						
							|  |  |  | 						file << std::endl; | 
					
						
							|  |  |  | 				} | 
					
						
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										 |  |  | 				ERROR_LOG(VIDEO, "%s shader uid mismatch! See %s for details", shader_type, temp.c_str()); | 
					
						
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										 |  |  | 			} | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | private: | 
					
						
							|  |  |  | 	std::map<UidT,std::string> m_shaders; | 
					
						
							|  |  |  | 	std::vector<UidT> m_uids; | 
					
						
							|  |  |  | }; | 
					
						
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										 |  |  | 
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							|  |  |  | // Constant variable names
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							|  |  |  | #define I_COLORS        "color"
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							|  |  |  | #define I_KCOLORS       "k"
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							|  |  |  | #define I_ALPHA         "alphaRef"
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							|  |  |  | #define I_TEXDIMS       "texdim"
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							|  |  |  | #define I_ZBIAS         "czbias"
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							|  |  |  | #define I_INDTEXSCALE   "cindscale"
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							|  |  |  | #define I_INDTEXMTX     "cindmtx"
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							|  |  |  | #define I_FOGCOLOR      "cfogcolor"
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							|  |  |  | #define I_FOGI          "cfogi"
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							|  |  |  | #define I_FOGF          "cfogf"
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							|  |  |  | 
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							|  |  |  | #define I_POSNORMALMATRIX       "cpnmtx"
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							|  |  |  | #define I_PROJECTION            "cproj"
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							|  |  |  | #define I_MATERIALS             "cmtrl"
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							|  |  |  | #define I_LIGHTS                "clights"
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							|  |  |  | #define I_TEXMATRICES           "ctexmtx"
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							|  |  |  | #define I_TRANSFORMMATRICES     "ctrmtx"
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							|  |  |  | #define I_NORMALMATRICES        "cnmtx"
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							|  |  |  | #define I_POSTTRANSFORMMATRICES "cpostmtx"
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							|  |  |  | #define I_DEPTHPARAMS           "cDepth" // farZ, zRange
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