forked from dolphin-emu/dolphin
		
	Note that the "this" implicit argument counts as 1, which is why all the printf arguments are shifted over one.
		
			
				
	
	
		
			349 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			349 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2012 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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#pragma once
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#include <algorithm>
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#include <cstdarg>
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#include <cstdio>
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#include <iomanip>
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/StringUtil.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.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*, ...)
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#ifdef __GNUC__
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	__attribute__((format(printf, 2, 3)))
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#endif
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	{}
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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 nullptr; }
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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 nullptr 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 nullptr; }
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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, data.NumValues() * 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, data.NumValues() * 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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		return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) < 0;
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	}
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	template<class uid_data2>
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	uid_data2* GetUidData() { return &data; }
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	const uid_data* GetUidData() const { return &data; }
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	const u8* GetUidDataRaw() const { return &values[0]; }
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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(nullptr), write_ptr(nullptr)
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	{
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	}
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	void Write(const char* fmt, ...)
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#ifdef __GNUC__
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	__attribute__((format(printf, 2, 3)))
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#endif
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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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/**
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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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				std::string temp = StringFromFormat("%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
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						dump_prefix, ++num_failures);
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				// TODO: Should also dump uids
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				std::ofstream file;
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				OpenFStream(file, temp, 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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					u8 value = new_uid.GetUidDataRaw()[i];
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					if ((i % 4) == 0)
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					{
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						auto 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(2) << 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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				ERROR_LOG(VIDEO, "%s shader uid mismatch! See %s for details", shader_type, temp.c_str());
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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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template<class T>
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static void DefineOutputMember(T& object, API_TYPE api_type, const char* qualifier, const char* type, const char* name, int var_index, const char* semantic = "", int semantic_index = -1)
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{
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	if (qualifier != nullptr)
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		object.Write("\t%s %s %s", qualifier, type, name);
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	else
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		object.Write("\t%s %s", type, name);
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	if (var_index != -1)
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		object.Write("%d", var_index);
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	if (api_type == API_D3D && strlen(semantic) > 0)
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	{
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		if (semantic_index != -1)
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			object.Write(" : %s%d", semantic, semantic_index);
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		else
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			object.Write(" : %s", semantic);
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	}
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	object.Write(";\n");
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}
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template<class T>
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static inline void GenerateVSOutputMembers(T& object, API_TYPE api_type, const char* qualifier = nullptr)
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{
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	DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "POSITION");
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	DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, "COLOR", 0);
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	DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, "COLOR", 1);
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	for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
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		DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
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	DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", xfmem.numTexGen.numTexGens);
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	if (g_ActiveConfig.bEnablePixelLighting)
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	{
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		DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD", xfmem.numTexGen.numTexGens + 1);
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		DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD", xfmem.numTexGen.numTexGens + 2);
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	}
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}
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template<class T>
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static inline void AssignVSOutputMembers(T& object, const char* a, const char* b)
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{
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	object.Write("\t%s.pos = %s.pos;\n", a, b);
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	object.Write("\t%s.colors_0 = %s.colors_0;\n", a, b);
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	object.Write("\t%s.colors_1 = %s.colors_1;\n", a, b);
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	for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
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		object.Write("\t%s.tex%d = %s.tex%d;\n", a, i, b, i);
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	object.Write("\t%s.clipPos = %s.clipPos;\n", a, b);
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	if (g_ActiveConfig.bEnablePixelLighting)
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	{
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		object.Write("\t%s.Normal = %s.Normal;\n", a, b);
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		object.Write("\t%s.WorldPos = %s.WorldPos;\n", a, b);
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	}
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}
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// We use the flag "centroid" to fix some MSAA rendering bugs. With MSAA, the
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// pixel shader will be executed for each pixel which has at least one passed sample.
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// So there may be rendered pixels where the center of the pixel isn't in the primitive.
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// As the pixel shader usually renders at the center of the pixel, this position may be
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// outside the primitive. This will lead to sampling outside the texture, sign changes, ...
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// As a workaround, we interpolate at the centroid of the coveraged pixel, which
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// is always inside the primitive.
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// Without MSAA, this flag is defined to have no effect.
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static inline const char* GetInterpolationQualifier(API_TYPE api_type, bool in = true, bool in_out = false)
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{
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	if (!g_ActiveConfig.iMultisampleMode)
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		return "";
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	if (!g_ActiveConfig.bSSAA)
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	{
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		if (in_out && api_type == API_OPENGL && !g_ActiveConfig.backend_info.bSupportsBindingLayout)
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			return in ? "centroid in" : "centroid out";
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		return "centroid";
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	}
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	return "sample";
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}
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// Constant variable names
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#define I_COLORS        "color"
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#define I_KCOLORS       "k"
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#define I_ALPHA         "alphaRef"
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#define I_TEXDIMS       "texdim"
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#define I_ZBIAS         "czbias"
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#define I_INDTEXSCALE   "cindscale"
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#define I_INDTEXMTX     "cindmtx"
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#define I_FOGCOLOR      "cfogcolor"
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#define I_FOGI          "cfogi"
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#define I_FOGF          "cfogf"
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#define I_ZSLOPE        "czslope"
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#define I_EFBSCALE      "cefbscale"
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#define I_POSNORMALMATRIX       "cpnmtx"
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#define I_PROJECTION            "cproj"
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#define I_MATERIALS             "cmtrl"
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#define I_LIGHTS                "clights"
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#define I_TEXMATRICES           "ctexmtx"
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#define I_TRANSFORMMATRICES     "ctrmtx"
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#define I_NORMALMATRICES        "cnmtx"
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#define I_POSTTRANSFORMMATRICES "cpostmtx"
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#define I_PIXELCENTERCORRECTION "cpixelcenter"
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#define I_STEREOPARAMS  "cstereo"
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#define I_LINEPTPARAMS  "clinept"
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#define I_TEXOFFSET     "ctexoffset"
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static const char s_shader_uniforms[] =
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	"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
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	"\tfloat4 " I_PROJECTION"[4];\n"
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	"\tint4 " I_MATERIALS"[4];\n"
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	"\tLight " I_LIGHTS"[8];\n"
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	"\tfloat4 " I_TEXMATRICES"[24];\n"
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	"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
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	"\tfloat4 " I_NORMALMATRICES"[32];\n"
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	"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
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	"\tfloat4 " I_PIXELCENTERCORRECTION";\n";
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