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								#include "D3DBase.h"
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								#include "Utils.h"
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								#include "Globals.h"
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								#include "ShaderManager.h"
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								PShaderCache::PSCache PShaderCache::pshaders;
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								VShaderCache::VSCache VShaderCache::vshaders;
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								void PShaderCache::Init()
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								{
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								}
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								void PShaderCache::Shutdown()
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								{
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									PSCache::iterator iter = pshaders.begin();
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									for (;iter!=pshaders.end();iter++)
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										iter->second.Destroy();
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									pshaders.clear();
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								}
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								void PShaderCache::SetShader()
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								{
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									if (D3D::GetShaderVersion() < 2)
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										return; // we are screwed
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									static LPDIRECT3DPIXELSHADER9 lastShader = 0;
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								    DVSTARTPROFILE();
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									tevhash currentHash = GetCurrentTEV();
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									PSCache::iterator iter;
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									iter = pshaders.find(currentHash);
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									if (iter != pshaders.end())
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									{
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										iter->second.frameCount = frameCount;
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										PSCacheEntry &entry = iter->second;
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										if (!lastShader || entry.shader != lastShader)
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										{
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											D3D::dev->SetPixelShader(entry.shader);
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											lastShader = entry.shader;
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										}
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										return;
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									}
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									LPDIRECT3DPIXELSHADER9 shader = GeneratePixelShader();
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									if (shader)
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									{
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										//Make an entry in the table
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										PSCacheEntry newentry;
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										newentry.shader = shader;
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										newentry.frameCount = frameCount;
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										pshaders[currentHash] = newentry;
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									}
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									D3D::dev->SetPixelShader(shader);
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									INCSTAT(stats.numPixelShadersCreated);
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									SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
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								}
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								void PShaderCache::Cleanup()
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								{
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									PSCache::iterator iter;
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									iter = pshaders.begin();
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									while(iter != pshaders.end())
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									{
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										PSCacheEntry &entry = iter->second;
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										if (entry.frameCount < frameCount-30)
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										{
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											entry.Destroy();
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											iter = pshaders.erase(iter);
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										}
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										else
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										{
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										  iter++;
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										}
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									}
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									SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
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								}
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								void VShaderCache::Init()
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								{
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								}
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								void VShaderCache::Shutdown()
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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 VShaderCache::SetShader()
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								{
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									static LPDIRECT3DVERTEXSHADER9 lastShader = 0;
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									xformhash currentHash = GetCurrentXForm();
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									VSCache::iterator iter;
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									iter = vshaders.find(currentHash);
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									if (iter != vshaders.end())
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									{
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										iter->second.frameCount=frameCount;
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										VSCacheEntry &entry = iter->second;
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										if (!lastShader || entry.shader != lastShader)
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										{
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											D3D::dev->SetVertexShader(entry.shader);
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											lastShader = entry.shader;
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										}
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										return;
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									}
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									LPDIRECT3DVERTEXSHADER9 shader = GenerateVertexShader();
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									if (shader)
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									{
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										//Make an entry in the table
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										VSCacheEntry entry;
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										entry.shader = shader;
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										entry.frameCount=frameCount;
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										vshaders[currentHash] = entry;
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									}
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									D3D::dev->SetVertexShader(shader);
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									INCSTAT(stats.numVertexShadersCreated);
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									SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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								}
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								void VShaderCache::Cleanup()
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								{
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									for (VSCache::iterator iter=vshaders.begin(); iter!=vshaders.end();iter++)
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									{
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										VSCacheEntry &entry = iter->second;
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										if (entry.frameCount<frameCount-30)
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										{
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											entry.Destroy();
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											iter = vshaders.erase(iter);
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										}
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									}
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									SETSTAT(stats.numPixelShadersAlive, (int)vshaders.size());
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								}
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