forked from dolphin-emu/dolphin
		
	modify shader generator to produce native sm 4.0 code. eliminate compatibility mode in dx11 so now all shader must work much better. please test. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5691 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			282 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			282 lines
		
	
	
		
			9.6 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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#include <map>
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#include "Common.h"
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#include "FileUtil.h"
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#include "LinearDiskCache.h"
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#include "Globals.h"
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "Statistics.h"
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#include "Profiler.h"
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#include "VideoConfig.h"
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#include "VertexShaderCache.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
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static ID3D11VertexShader* SimpleVertexShader = NULL;
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static ID3D11VertexShader* ClearVertexShader = NULL;
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static ID3D11InputLayout* SimpleLayout = NULL;
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static ID3D11InputLayout* ClearLayout = NULL;
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LinearDiskCache g_vs_disk_cache;
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ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; }
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ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; }
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ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; }
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ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; }
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// maps the constant numbers to float indices in the constant buffer
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unsigned int vs_constant_offset_table[238];
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void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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	if(D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]  ] != f1 
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	|| D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+1] != f2
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	|| D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+2] != f3
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	|| D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+3] != f4)
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	{
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		D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]  ] = f1;
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		D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+1] = f2;
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		D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+2] = f3;
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		D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]+3] = f4;
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		D3D::gfxstate->vscbufchanged = true;
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	}
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}
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void SetVSConstant4fv(unsigned int const_number, const float* f)
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{
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	if(memcmp(&D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4))
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	{
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		memcpy(&D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4);
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		D3D::gfxstate->vscbufchanged = true;
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	}
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}
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void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float* f)
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{
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	for (unsigned int i = 0; i < count; i++)
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	{
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		memcpy(&D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number+i]], f+3*i, sizeof(float)*3);
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		D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number+i]+3] = 0.f;		
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	}
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	D3D::gfxstate->vscbufchanged = true;
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}
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void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
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{
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	if(memcmp(&D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4*count))
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	{
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		memcpy(&D3D::gfxstate->vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4*count);
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		D3D::gfxstate->vscbufchanged = true;
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	}
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}
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// this class will load the precompiled shaders into our cache
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class VertexShaderCacheInserter : public LinearDiskCacheReader {
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public:
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	void Read(const u8* key, int key_size, const u8* value, int value_size)
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	{
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		VERTEXSHADERUID uid;
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		if (key_size != sizeof(uid))
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		{
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			ERROR_LOG(VIDEO, "Wrong key size in vertex shader cache");
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			return;
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		}
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		memcpy(&uid, key, key_size);
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		ID3D10Blob* blob;
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		D3D10CreateBlob(value_size, &blob);
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		memcpy(blob->GetBufferPointer(), value, value_size);
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		VertexShaderCache::InsertByteCode(uid, blob);
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		blob->Release();
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	}
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};
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const char simple_shader_code[] = {
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	"struct VSOUTPUT\n"
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	"{\n"
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	"float4 vPosition : POSITION;\n"
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	"float2 vTexCoord : TEXCOORD0;\n"
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	"};\n"
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	"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0)\n"
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	"{\n"
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	"VSOUTPUT OUT;\n"
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	"OUT.vPosition = inPosition;\n"
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	"OUT.vTexCoord = inTEX0;\n"
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	"return OUT;\n"
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	"}\n"
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};
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const char clear_shader_code[] = {
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	"struct VSOUTPUT\n"
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	"{\n"
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	"float4 vPosition   : POSITION;\n"
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	"float4 vColor0   : COLOR0;\n"						   
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	"};\n"
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	"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
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	"{\n"
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	"VSOUTPUT OUT;\n"
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	"OUT.vPosition = inPosition;\n"
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	"OUT.vColor0 = inColor0;\n"
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	"return OUT;\n"
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	"}\n"
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};
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void VertexShaderCache::Init()
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{
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	const D3D11_INPUT_ELEMENT_DESC simpleelems[2] =
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	{
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		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,    0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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	};
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	const D3D11_INPUT_ELEMENT_DESC clearelems[2] =
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	{
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		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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		{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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	};
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	ID3D10Blob* blob;
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	D3D::CompileVertexShader(simple_shader_code, strlen(simple_shader_code), &blob);
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	D3D::device->CreateInputLayout(simpleelems, 2, blob->GetBufferPointer(), blob->GetBufferSize(), &SimpleLayout);
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	SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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	if (SimpleLayout == NULL || SimpleVertexShader == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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	blob->Release();
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	D3D::CompileVertexShader(clear_shader_code, (int)strlen(clear_shader_code), &blob);
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	D3D::device->CreateInputLayout(clearelems, 2, blob->GetBufferPointer(), blob->GetBufferSize(), &ClearLayout);
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	ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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	if (ClearLayout == NULL || ClearVertexShader == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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	blob->Release();
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	Clear();
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	// these values are hardcoded, they depend on internal D3DCompile behavior
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	// TODO: Do this with D3DReflect or something instead
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	unsigned int k;
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	for (k = 0;k < 64;k++) vs_constant_offset_table[C_TRANSFORMMATRICES+k]     = 312+4*k;
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	for (k = 0;k < 24;k++) vs_constant_offset_table[C_TEXMATRICES+k]           = 216+4*k;
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	for (k = 0;k < 32;k++) vs_constant_offset_table[C_NORMALMATRICES+k]        = 568+4*k;
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	for (k = 0;k <  6;k++) vs_constant_offset_table[C_POSNORMALMATRIX+k]       =   0+4*k;
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	for (k = 0;k < 64;k++) vs_constant_offset_table[C_POSTTRANSFORMMATRICES+k] = 696+4*k;
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	for (k = 0;k < 40;k++) vs_constant_offset_table[C_LIGHTS+k]                =  56+4*k;
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	for (k = 0;k <  4;k++) vs_constant_offset_table[C_MATERIALS+k]             =  40+4*k;
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	for (k = 0;k <  4;k++) vs_constant_offset_table[C_PROJECTION+k]            =  24+4*k;
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	if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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		File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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	char cache_filename[MAX_PATH];
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	sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
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	VertexShaderCacheInserter inserter;
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	g_vs_disk_cache.OpenAndRead(cache_filename, &inserter);
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}
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void VertexShaderCache::Clear()
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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 VertexShaderCache::Shutdown()
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{
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	SAFE_RELEASE(SimpleVertexShader);
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	SAFE_RELEASE(ClearVertexShader);
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	SAFE_RELEASE(SimpleLayout);
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	SAFE_RELEASE(ClearLayout);
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	Clear();
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	g_vs_disk_cache.Sync();
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	g_vs_disk_cache.Close();
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}
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bool VertexShaderCache::SetShader(u32 components)
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{
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	DVSTARTPROFILE();
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	VERTEXSHADERUID uid;
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	GetVertexShaderId(&uid, components);
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	if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
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		return (vshaders[uid].shader != NULL);
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	memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
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	VSCache::iterator iter;
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	iter = vshaders.find(uid);
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	if (iter != vshaders.end())
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	{
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		iter->second.frameCount = frameCount;
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		const VSCacheEntry &entry = iter->second;
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		last_entry = &entry;
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		if (entry.shader) D3D::gfxstate->SetVShader(entry.shader, iter->second.bytecode);
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		return (entry.shader != NULL);
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	}
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	const char* code = GenerateVertexShaderCode(components, API_D3D11);
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	ID3D10Blob* pbytecode = NULL;
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	D3D::CompileVertexShader(code, (int)strlen(code), &pbytecode);
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	if (pbytecode == NULL)
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	{
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		PanicAlert("Failed to compile Vertex Shader %s %d:\n\n%s", __FILE__, __LINE__, code);
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		return false;
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	}
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	g_vs_disk_cache.Append((u8*)&uid, sizeof(uid), (const u8*)pbytecode->GetBufferPointer(), pbytecode->GetBufferSize());
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	g_vs_disk_cache.Sync();
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	bool result = InsertByteCode(uid, pbytecode);
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	D3D::gfxstate->SetVShader(last_entry->shader, last_entry->bytecode);
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	pbytecode->Release();
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	return result;
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}
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bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, ID3D10Blob* bcodeblob)
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{
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	ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
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	if (shader == NULL)
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	{
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		PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n", bcodeblob->GetBufferPointer(), bcodeblob->GetBufferSize(), __FILE__, __LINE__);
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		return false;
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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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	entry.SetByteCode(bcodeblob);
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	vshaders[uid] = entry;
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	last_entry = &vshaders[uid];
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	INCSTAT(stats.numVertexShadersCreated);
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	SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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	return true;
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}
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