2014-02-03 14:02:17 +01:00
										 
									 
								 
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								// Copyright 2015 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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								#include "VideoBackends/Null/ShaderCache.h"
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								#include "VideoCommon/Debugger.h"
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								#include "VideoCommon/Statistics.h"
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								namespace Null
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								{
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								template <typename Uid>
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								ShaderCache<Uid>::ShaderCache()
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								{
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								  Clear();
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								  SETSTAT(stats.numPixelShadersCreated, 0);
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								  SETSTAT(stats.numPixelShadersAlive, 0);
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								}
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								template <typename Uid>
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								ShaderCache<Uid>::~ShaderCache()
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								{
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								  Clear();
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								}
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								template <typename Uid>
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								void ShaderCache<Uid>::Clear()
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								{
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								  m_shaders.clear();
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								  m_last_entry = nullptr;
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								}
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								template <typename Uid>
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								bool ShaderCache<Uid>::SetShader(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type)
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								{
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								  Uid uid = GetUid(dst_alpha_mode, primitive_type, API_OPENGL);
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								  // Check if the shader is already set
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								  if (m_last_entry)
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								  {
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								    if (uid == m_last_uid)
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								    {
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								      return true;
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								    }
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								  }
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								  m_last_uid = uid;
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								  // Check if the shader is already in the cache
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								  auto iter = m_shaders.find(uid);
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								  if (iter != m_shaders.end())
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								  {
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								    const std::string& entry = iter->second;
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								    m_last_entry = &entry;
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								    GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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								    return true;
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								  }
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								  // Need to compile a new shader
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											2016-02-28 09:46:58 +13:00
										 
									 
								 
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								  ShaderCode code = GenerateCode(dst_alpha_mode, API_OPENGL, uid);
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											2014-02-03 14:02:17 +01:00
										 
									 
								 
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								  m_shaders.emplace(uid, code.GetBuffer());
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								  GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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								  return true;
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								}
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								template class ShaderCache<VertexShaderUid>;
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								template class ShaderCache<GeometryShaderUid>;
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								template class ShaderCache<PixelShaderUid>;
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								std::unique_ptr<VertexShaderCache> VertexShaderCache::s_instance;
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								std::unique_ptr<GeometryShaderCache> GeometryShaderCache::s_instance;
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								std::unique_ptr<PixelShaderCache> PixelShaderCache::s_instance;
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								}
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