2011-11-30 20:00:21 -07:00
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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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2011-12-09 16:30:05 -07:00
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2011-11-30 20:00:21 -07:00
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#include "ProgramShaderCache.h"
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2011-12-10 14:58:44 -07:00
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#include "MathUtil.h"
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2011-12-09 16:30:05 -07:00
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#include <assert.h>
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2011-11-30 20:00:21 -07:00
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namespace OGL
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{
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GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
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ProgramShaderCache::PCache ProgramShaderCache::pshaders;
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GLuint ProgramShaderCache::s_ps_ubo;
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GLuint ProgramShaderCache::s_vs_ubo;
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std::pair<u64, u64> ProgramShaderCache::CurrentShaderProgram;
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const char *UniformNames[NUM_UNIFORMS] = {
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// SAMPLERS
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"samp0","samp1","samp2","samp3","samp4","samp5","samp6","samp7",
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// PIXEL SHADER UNIFORMS
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I_COLORS,
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I_KCOLORS,
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I_ALPHA,
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I_TEXDIMS,
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I_ZBIAS ,
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I_INDTEXSCALE ,
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I_INDTEXMTX,
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I_FOG,
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I_PLIGHTS,
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I_PMATERIALS,
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// VERTEX SHADER UNIFORMS
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I_POSNORMALMATRIX,
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I_PROJECTION ,
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I_MATERIALS,
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I_LIGHTS,
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I_TEXMATRICES,
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I_TRANSFORMMATRICES ,
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I_NORMALMATRICES ,
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I_POSTTRANSFORMMATRICES,
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I_DEPTHPARAMS,
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};
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void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
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{
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PROGRAMUID uid;
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CurrentFShader = PS;
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CurrentVShader = VS;
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GetProgramShaderId(&uid, CurrentVShader, CurrentFShader);
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if(uid.uid.id == 0)
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{
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CurrentProgram = 0;
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glUseProgram(0);
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return;
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}
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// Fragment shaders can survive without Vertex Shaders
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// We have a valid fragment shader, let's create our program
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std::pair<u64, u64> ShaderPair = std::make_pair(uid.uid.psid, uid.uid.vsid);
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PCache::iterator iter = pshaders.find(ShaderPair);
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if (iter != pshaders.end())
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{
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PCacheEntry &entry = iter->second;
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glUseProgram(entry.program.glprogid);
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CurrentShaderProgram = ShaderPair;
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CurrentProgram = entry.program.glprogid;
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return;
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}
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PCacheEntry entry;
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entry.program.vsid = CurrentVShader;
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entry.program.psid = CurrentFShader;
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entry.program.glprogid = glCreateProgram();
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// Right, the program is created now
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// Let's attach everything
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if(entry.program.vsid != 0) // attaching zero vertex shader makes it freak out
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glAttachShader(entry.program.glprogid, entry.program.vsid);
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glAttachShader(entry.program.glprogid, entry.program.psid);
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glLinkProgram(entry.program.glprogid);
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glUseProgram(entry.program.glprogid);
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// Dunno why this is needed when I have the binding
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// points statically set in the shader source
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// We should only need these two functions when we don't support binding but do support UBO
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// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
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//if(!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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{
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glUniformBlockBinding( entry.program.glprogid, 0, 1 );
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glUniformBlockBinding( entry.program.glprogid, 1, 2 );
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}
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2011-12-11 03:14:02 -07:00
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// We cache our uniform locations for now
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// Once we move up to a newer version of GLSL, ~1.30
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// We can remove this
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//For some reason this fails on my hardware
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//glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
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//Got to do it this crappy way.
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if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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for(int a = 0; a < NUM_UNIFORMS; ++a)
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entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
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2011-12-11 03:14:02 -07:00
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// Need to get some attribute locations
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if(uid.uid.vsid != 0) // We have no vertex Shader
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{
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entry.program.attrLoc[0] = glGetAttribLocation(entry.program.glprogid, "rawnorm1");
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entry.program.attrLoc[1] = glGetAttribLocation(entry.program.glprogid, "rawnorm2");
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entry.program.attrLoc[2] = glGetAttribLocation(entry.program.glprogid, "fposmtx");
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if(entry.program.attrLoc[0] > 0)
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glEnableVertexAttribArray(entry.program.attrLoc[0]);
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if(entry.program.attrLoc[1] > 0)
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glEnableVertexAttribArray(entry.program.attrLoc[1]);
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if(entry.program.attrLoc[2] > 0)
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glEnableVertexAttribArray(entry.program.attrLoc[2]);
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}
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else
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entry.program.attrLoc[0] = entry.program.attrLoc[1] = entry.program.attrLoc[2] = 0;
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pshaders[ShaderPair] = entry;
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CurrentShaderProgram = ShaderPair;
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CurrentProgram = entry.program.glprogid;
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}
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void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, s_ps_ubo);
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glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4, count * sizeof(float) * 4, f);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, s_vs_ubo);
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glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4, count * sizeof(float) * 4, f);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
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GLint ProgramShaderCache::GetAttr(int num)
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{
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return pshaders[CurrentShaderProgram].program.attrLoc[num];
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}
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PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
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{
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return pshaders[CurrentShaderProgram].program;
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}
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void ProgramShaderCache::Init(void)
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{
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// We have to get the UBO alignment here because
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// if we generate a buffer that isn't aligned
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// then the UBO will fail.
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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GLint Align;
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
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2011-12-09 16:30:05 -07:00
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// We multiply by *4*4 because we need to get down to basic machine units.
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// So multiply by four to get how many floats we have from vec4s
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// Then once more to get bytes
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glGenBuffers(1, &s_ps_ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, s_ps_ubo);
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glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align), NULL, GL_DYNAMIC_DRAW);
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glGenBuffers(1, &s_vs_ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, s_vs_ubo);
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glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align), NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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// Now bind the buffer to the index point
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// We know PS is 0 since we have it statically set in the shader
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// Repeat for VS shader
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, s_ps_ubo);
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glBindBufferBase(GL_UNIFORM_BUFFER, 2, s_vs_ubo);
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}
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}
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void ProgramShaderCache::Shutdown(void)
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{
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PCache::iterator iter = pshaders.begin();
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for (; iter != pshaders.end(); ++iter)
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iter->second.Destroy();
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pshaders.clear();
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glDeleteBuffers(1, &s_ps_ubo);
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glDeleteBuffers(1, &s_ps_ubo);
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}
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}
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void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p)
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{
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uid->uid.vsid = _v;
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uid->uid.psid = _p;
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}
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