forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			288 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			288 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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>
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#include <vector>
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#include <algorithm>
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#include "CommonTypes.h"
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#include "VideoCommon.h"
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/**
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 * Common interface for classes that need to go through the shader generation path (GenerateVertexShader, GeneratePixelShader)
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 * In particular, this includes the shader code generator (ShaderCode).
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 * A different class (ShaderUid) can be used to uniquely identify each ShaderCode object.
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 * More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader constants are being used. This can be used to optimize buffer management.
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 * Each of the ShaderCode, ShaderUid and ShaderConstantProfile child classes only implement the subset of ShaderGeneratorInterface methods that are required for the specific tasks.
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 */
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class ShaderGeneratorInterface
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{
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public:
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	/*
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	 * Used when the shader generator would write a piece of ShaderCode.
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	 * Can be used like printf.
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	 * @note In the ShaderCode implementation, this does indeed write the parameter string to an internal buffer. However, you're free to do whatever you like with the parameter.
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	 */
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	void Write(const char* fmt, ...) {}
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	/*
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	 * Returns a read pointer to the internal buffer.
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	 * @note When implementing this method in a child class, you likely want to return the argument of the last SetBuffer call here
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	 * @note SetBuffer() should be called before using GetBuffer().
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	 */
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	const char* GetBuffer() { return NULL; }
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	/*
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	 * Can be used to give the object a place to write to. This should be called before using Write().
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	 * @param buffer pointer to a char buffer that the object can write to
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	 */
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	void SetBuffer(char* buffer) { }
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	/*
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	 * Tells us that a specific constant range (including last_index) is being used by the shader
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	 */
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	inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
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	/*
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	 * Returns a pointer to an internally stored object of the uid_data type.
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	 * @warning since most child classes use the default implementation you shouldn't access this directly without adding precautions against NULL access (e.g. via adding a dummy structure, cf. the vertex/pixel shader generators)
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	 */
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	template<class uid_data>
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	uid_data& GetUidData() { return *(uid_data*)NULL; }
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};
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/**
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 * Shader UID class used to uniquely identify the ShaderCode output written in the shader generator.
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 * uid_data can be any struct of parameters that uniquely identify each shader code output.
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 * Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint.
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 * Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw u32 values from a union.
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 */
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template<class uid_data>
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class ShaderUid : public ShaderGeneratorInterface
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{
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public:
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	ShaderUid()
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	{
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		// TODO: Move to Shadergen => can be optimized out
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		memset(values, 0, sizeof(values));
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	}
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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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	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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	// determines the storage order inside STL containers
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	bool operator < (const ShaderUid& obj) const
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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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		for (unsigned int i = 0; i < data.NumValues(); ++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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	template<class T>
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	inline T& GetUidData() { return data; }
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	const uid_data& GetUidData() const { return data; }
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	size_t GetUidDataSize() const { return sizeof(values); }
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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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		u8 values[sizeof(uid_data)];
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	};
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};
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class ShaderCode : public ShaderGeneratorInterface
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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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private:
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	const char* buf;
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	char* write_ptr;
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};
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/**
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 * Generates a shader constant profile which can be used to query which constants are used in a shader
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 */
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class ShaderConstantProfile : public ShaderGeneratorInterface
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{
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public:
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	ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); }
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	inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index)
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	{
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		for (unsigned int i = first_index; i < last_index+1; ++i)
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			constant_usage[i] = true;
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	}
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	inline bool ConstantIsUsed(unsigned int index)
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	{
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		// TODO: Not ready for usage yet
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		return true;
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//		return constant_usage[index];
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	}
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private:
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	std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
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};
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template<class T>
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static inline void WriteRegister(T& object, API_TYPE ApiType, const char *prefix, const u32 num)
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{
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	if (ApiType == API_OPENGL)
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		return; // Nothing to do here
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	object.Write(" : register(%s%d)", prefix, num);
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}
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template<class T>
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static inline void WriteLocation(T& object, API_TYPE ApiType, bool using_ubos)
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{
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	if (using_ubos)
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		return;
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	object.Write("uniform ");
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}
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template<class T>
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static inline void DeclareUniform(T& object, API_TYPE api_type, bool using_ubos, const u32 num, const char* type, const char* name)
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{
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	WriteLocation(object, api_type, using_ubos);
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	object.Write("%s %s ", type, name);
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	WriteRegister(object, api_type, "c", num);
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	object.Write(";\n");
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}
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#pragma pack(1)
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/**
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 * Common uid data used for shader generators that use lighting calculations.
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 */
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struct LightingUidData
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{
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	u32 matsource : 4; // 4x1 bit
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	u32 enablelighting : 4; // 4x1 bit
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	u32 ambsource : 4; // 4x1 bit
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	u32 diffusefunc : 8; // 4x2 bits
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	u32 attnfunc : 8; // 4x2 bits
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	u32 light_mask : 32; // 4x8 bits
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	u32 NumValues() const { return sizeof(LightingUidData); }
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};
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#pragma pack()
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/**
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 * Checks if there has been
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 */
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template<class UidT, class CodeT>
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class UidChecker
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{
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public:
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	void Invalidate()
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	{
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		m_shaders.clear();
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		m_uids.clear();
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	}
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	void AddToIndexAndCheck(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix)
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	{
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		bool uid_is_indexed = std::find(m_uids.begin(), m_uids.end(), new_uid) != m_uids.end();
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		if (!uid_is_indexed)
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		{
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			m_uids.push_back(new_uid);
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			m_shaders[new_uid] = new_code.GetBuffer();
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		}
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		else
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		{
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			// uid is already in the index => check if there's a shader with the same uid but different code
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			auto& old_code = m_shaders[new_uid];
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			if (strcmp(old_code.c_str(), new_code.GetBuffer()) != 0)
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			{
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				static int num_failures = 0;
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				char szTemp[MAX_PATH];
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				sprintf(szTemp, "%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
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						dump_prefix,
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						++num_failures);
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				// TODO: Should also dump uids
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				std::ofstream file;
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				OpenFStream(file, szTemp, std::ios_base::out);
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				file << "Old shader code:\n" << old_code;
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				file << "\n\nNew shader code:\n" << new_code.GetBuffer();
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				file << "\n\nShader uid:\n";
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				for (unsigned int i = 0; i < new_uid.GetUidDataSize(); ++i)
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				{
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					u32 value = ((u32*)&new_uid.GetUidData())[i];
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					if ((i % 4) == 0)
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					{
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						unsigned int last_value = (i+3 < new_uid.GetUidDataSize()-1) ? i+3 : new_uid.GetUidDataSize();
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						file << std::setfill(' ') << std::dec;
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						file << "Values " << std::setw(2) << i << " - " << last_value << ": ";
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					}
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					file << std::setw(8) << std::setfill('0') << std::hex << value << std::setw(1);
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					if ((i % 4) < 3)
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						file << ' ';
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					else
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						file << std::endl;
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				}
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				file.close();
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				ERROR_LOG(VIDEO, "%s shader uid mismatch! See %s for details", shader_type, szTemp);
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			}
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		}
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	}
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private:
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	std::map<UidT,std::string> m_shaders;
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	std::vector<UidT> m_uids;
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};
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#endif // _SHADERGENCOMMON_H
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