2012-08-06 23:09:43 +02:00
										 
									 
								 
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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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								#ifndef _SHADERGENCOMMON_H
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								#define _SHADERGENCOMMON_H
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								#include <stdio.h>
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								#include <stdarg.h>
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								#include <string.h>
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								#include "CommonTypes.h"
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								template<class uid_data>
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								class ShaderUid
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								{
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								public:
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									ShaderUid()
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									{
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										memset(values, 0, sizeof(values));
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									}
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									void Write(const char* fmt, ...) {}
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									const char* GetBuffer() { return NULL; }
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									void SetBuffer(char* buffer) { }
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									bool operator == (const ShaderUid& obj) const
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									{
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										return memcmp(this->values, obj.values, sizeof(values)) == 0;
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									}
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									// TODO: Store last frame used and order by that? makes much more sense anyway...
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									bool operator < (const ShaderUid& obj) const
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									{
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										for (unsigned int i = 0; i < sizeof(uid_data) / sizeof(u32); ++i)
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										{
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											if (this->values[i] < obj.values[i])
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												return true;
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											else if (this->values[i] > obj.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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									uid_data& GetUidData() { return data; }
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								private:
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									union
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									{
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										uid_data data;
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										u32 values[sizeof(uid_data) / sizeof(u32)];
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									};
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								};
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								// Needs to be a template for hacks...
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								template<class uid_data>
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								class ShaderCode
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								{
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								public:
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									ShaderCode() : buf(NULL), write_ptr(NULL)
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									{
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									}
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									void Write(const char* fmt, ...)
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									{
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										va_list arglist;
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										va_start(arglist, fmt);
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										write_ptr += vsprintf(write_ptr, fmt, arglist);
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										va_end(arglist);
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									}
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									const char* GetBuffer() { return buf; }
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									void SetBuffer(char* buffer) { buf = buffer; write_ptr = buffer; }
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									uid_data& GetUidData() { return *(uid_data*)NULL; }
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								private:
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									const char* buf;
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									char* write_ptr;
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								};
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								enum GenOutput
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								{
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									GO_ShaderCode,
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									GO_ShaderUid,
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								};
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								#endif // _SHADERGENCOMMON_H
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