2008-07-17 21:09:18 +00:00
										 
									 
								 
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								// Copyright (C) 2003-2008 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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								#ifndef _PIXELSHADERMANAGER_H
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								#define _PIXELSHADERMANAGER_H
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								#include "PixelShader.h"
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											2008-07-18 19:33:55 +00:00
										 
									 
								 
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								#include "BPMemory.h"
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								#include <map>
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								struct FRAGMENTSHADER
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								{
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								    FRAGMENTSHADER() : glprogid(0) { }
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								    GLuint glprogid; // opengl program id
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								#ifdef _DEBUG
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									std::string strprog;
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								#endif
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								};
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								class PixelShaderMngr
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								{
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								    class PIXELSHADERUID
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								    {
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								    public:
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								        PIXELSHADERUID() { values = new u32[3+32+6+11]; tevstages = indstages = 0; }
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								        ~PIXELSHADERUID() { delete[] values; }
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								        PIXELSHADERUID(const PIXELSHADERUID& r)
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								        {
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								            values = new u32[4+32+6+11];
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								            tevstages = r.tevstages; indstages = r.indstages;
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								            int N = tevstages + indstages + 3;
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								            _assert_(N <= 4+32+6+11);
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								            for(int i = 0; i < N; ++i) 
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												values[i] = r.values[i];
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								        }
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								        bool operator <(const PIXELSHADERUID& _Right) const
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								        {
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								            if( values[0] < _Right.values[0] )
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								                return true;
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								            else if( values[0] > _Right.values[0] )
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								                return false;
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								            int N = tevstages + 3; // numTevStages*3/2+1
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								            int i = 1;
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								            for(; i < N; ++i) {
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								                if( values[i] < _Right.values[i] )
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								                    return true;
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								                else if( values[i] > _Right.values[i] )
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								                    return false;
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								            }
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								            N += indstages;
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								            for(; i < N; ++i) {
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								                if( values[i] < _Right.values[i] )
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								                    return true;
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								                else if( values[i] > _Right.values[i] )
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								                    return false;
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								            }
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								            return false;
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								        }
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								        bool operator ==(const PIXELSHADERUID& _Right) const
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								        {
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								            if( values[0] != _Right.values[0] )
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								                return false;
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								            int N = tevstages + 3; // numTevStages*3/2+1
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								            int i = 1;
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								            for(; i < N; ++i) {
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								                if( values[i] != _Right.values[i] )
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								                    return false;
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								            }
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								            N += indstages;
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								            for(; i < N; ++i) {
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								                if( values[i] != _Right.values[i] )
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								                    return false;
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								            }
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								            return true;
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								        }
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								        u32* values;
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								        u16 tevstages, indstages;
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								    };
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								    struct PSCacheEntry
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								    {
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								        FRAGMENTSHADER shader;
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								        int frameCount;
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								        PSCacheEntry() : frameCount(0) {}
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										~PSCacheEntry() {}
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								        void Destroy() {
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								            glDeleteProgramsARB(1, &shader.glprogid);
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								        }
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								    };
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								    typedef std::map<PIXELSHADERUID,PSCacheEntry> PSCache;
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								    static FRAGMENTSHADER* pShaderLast; // last used shader
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								    static PSCache pshaders;
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								    static void GetPixelShaderId(PIXELSHADERUID&);
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								    static PIXELSHADERUID s_curuid; // the current pixel shader uid (progressively changed as memory is written)
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									static void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4);
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									static void SetPSConstant4fv(int const_number, const float *f);
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								public:
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								    static void Init();
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								    static void Cleanup();
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								    static void Shutdown();
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								    static FRAGMENTSHADER* GetShader();
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								    static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
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								    static void SetConstants(FRAGMENTSHADER& ps); // sets pixel shader constants
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								    // constant management, should be called after memory is committed
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								    static void SetColorChanged(int type, int index);
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								    static void SetAlpha(const AlphaFunc& alpha);
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								    static void SetDestAlpha(const ConstantAlpha& alpha);
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								    static void SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt);
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								    static void SetZTetureBias(u32 bias);
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								    static void SetIndTexScaleChanged();
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								    static void SetIndMatrixChanged(int matrixidx);
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								    static void SetGenModeChanged();
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								    static void SetTevCombinerChanged(int id);
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								    static void SetTevKSelChanged(int id);
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								    static void SetTevOrderChanged(int id);
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								    static void SetTevIndirectChanged(int id);
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								    static void SetZTetureOpChanged();
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								    static void SetTexturesUsed(u32 nonpow2tex);
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								    static void SetTexDimsChanged(int texmapid);
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								    static void SetColorMatrix(const float* pmatrix, const float* pfConstAdd);
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								    static GLuint GetColorMatrixProgram();
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							 | 
							
								
							 | 
							
								
							 | 
							
							
								};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#endif
							 |