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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 _VERTEXSHADERCACHE_H
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								#define _VERTEXSHADERCACHE_H
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											2010-07-18 10:11:34 +00:00
										 
									 
								 
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								#include <map>
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											2011-01-25 16:43:08 +00:00
										 
									 
								 
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								#include "D3DBase.h"
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								#include "D3DBlob.h"
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								class VERTEXSHADERUID;
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								class VertexShaderCache
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								{
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								public:
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									static void Init();
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									static void Clear();
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									static void Shutdown();
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									static bool SetShader(u32 components); // TODO: Should be renamed to LoadShader
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									static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
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									static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }
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									static ID3D11Buffer* &GetConstantBuffer();
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									static ID3D11VertexShader* GetSimpleVertexShader();
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									static ID3D11VertexShader* GetClearVertexShader();
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									static ID3D11InputLayout* GetSimpleInputLayout();
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									static ID3D11InputLayout* GetClearInputLayout();
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									static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob);
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								private:
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									struct VSCacheEntry
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									{ 
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										ID3D11VertexShader* shader;
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										D3DBlob* bytecode; // needed to initialize the input layout
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										int frameCount;
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										VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {}
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										void SetByteCode(D3DBlob* blob)
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										{
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											SAFE_RELEASE(bytecode);
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											bytecode = blob;
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											blob->AddRef();
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										}
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										void Destroy()
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										{
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											SAFE_RELEASE(shader);
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											SAFE_RELEASE(bytecode);
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										}
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									};
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									typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
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									static VSCache vshaders;
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									static const VSCacheEntry* last_entry;
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								};
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								#endif  // _VERTEXSHADERCACHE_H
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