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// Copyright 2012 Dolphin Emulator Project
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2015-05-17 17:08:10 -06:00
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// Licensed under GPLv2+
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2014-02-10 11:54:46 -07:00
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// Refer to the license.txt file included.
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2012-08-06 15:09:43 -06:00
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2014-02-10 11:54:46 -07:00
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#pragma once
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#include <cstring>
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#include <iterator>
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#include <string>
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#include <type_traits>
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#include <vector>
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#include <fmt/format.h>
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#include "Common/CommonTypes.h"
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#include "Common/StringUtil.h"
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enum class APIType;
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/**
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* Common interface for classes that need to go through the shader generation path
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* (GenerateVertexShader, GenerateGeometryShader, 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
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* constants are being used. This can be used to optimize buffer management.
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* If the class does not use one or more of these methods (e.g. Uid class does not need code), the
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* method will be defined as a no-op by the base class, and the call
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* should be optimized out. The reason for this implementation is so that shader
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* selection/generation can be done in two passes, with only a cache lookup being
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* required if the shader has already been generated.
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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
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* 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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/*
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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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void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
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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
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* u32 values from a union.
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* NOTE: Because LinearDiskCache reads and writes the storage associated with a ShaderUid instance,
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* ShaderUid must be trivially copyable.
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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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static_assert(std::is_trivially_copyable_v<uid_data>,
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"uid_data must be a trivially copyable type");
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bool operator==(const ShaderUid& obj) const
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{
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return memcmp(GetUidData(), obj.GetUidData(), GetUidDataSize()) == 0;
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}
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bool operator!=(const ShaderUid& obj) const { return !operator==(obj); }
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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(GetUidData(), obj.GetUidData(), GetUidDataSize()) < 0;
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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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uid_data* GetUidData() { return &data; }
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// Returns a pointer to an internally stored object of the uid_data type.
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const uid_data* GetUidData() const { return &data; }
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// Returns the raw bytes that make up the shader UID.
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const u8* GetUidDataRaw() const { return reinterpret_cast<const u8*>(&data); }
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// Returns the size of the underlying UID data structure in bytes.
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size_t GetUidDataSize() const { return sizeof(data); }
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private:
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uid_data data{};
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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() { m_buffer.reserve(16384); }
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const std::string& GetBuffer() const { return m_buffer; }
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// Writes format strings using fmtlib format strings.
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template <typename... Args>
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void Write(std::string_view format, Args&&... args)
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{
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fmt::format_to(std::back_inserter(m_buffer), format, std::forward<Args>(args)...);
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}
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protected:
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std::string m_buffer;
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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
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* 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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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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bool ConstantIsUsed(unsigned int index) const
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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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// Host config contains the settings which can influence generated shaders.
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union ShaderHostConfig
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{
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u32 bits;
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struct
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{
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u32 msaa : 1;
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u32 ssaa : 1;
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u32 stereo : 1;
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u32 wireframe : 1;
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u32 per_pixel_lighting : 1;
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u32 vertex_rounding : 1;
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u32 fast_depth_calc : 1;
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u32 bounding_box : 1;
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u32 backend_dual_source_blend : 1;
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u32 backend_geometry_shaders : 1;
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u32 backend_early_z : 1;
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u32 backend_bbox : 1;
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u32 backend_gs_instancing : 1;
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u32 backend_clip_control : 1;
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u32 backend_ssaa : 1;
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u32 backend_atomics : 1;
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u32 backend_depth_clamp : 1;
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u32 backend_reversed_depth_range : 1;
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u32 backend_bitfield : 1;
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u32 backend_dynamic_sampler_indexing : 1;
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u32 backend_shader_framebuffer_fetch : 1;
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u32 backend_logic_op : 1;
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u32 backend_palette_conversion : 1;
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u32 pad : 9;
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};
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static ShaderHostConfig GetCurrent();
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};
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// Gets the filename of the specified type of cache object (e.g. vertex shader, pipeline).
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std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid,
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bool include_host_config, bool include_api = true);
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void GenerateVSOutputMembers(ShaderCode& object, APIType api_type, u32 texgens,
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const ShaderHostConfig& host_config, std::string_view qualifier);
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void AssignVSOutputMembers(ShaderCode& object, std::string_view a, std::string_view b, u32 texgens,
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const ShaderHostConfig& host_config);
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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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const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interface_block = false,
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bool in = false);
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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_FOGRANGE "cfogrange"
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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_VIEWPORT_SIZE "cviewport"
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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[] = "\tuint components;\n"
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"\tuint xfmem_dualTexInfo;\n"
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"\tuint xfmem_numColorChans;\n"
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"\tuint color_chan_alpha;\n"
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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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"\tfloat2 " I_VIEWPORT_SIZE ";\n"
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"\tuint4 xfmem_pack1[8];\n"
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"\t#define xfmem_texMtxInfo(i) (xfmem_pack1[(i)].x)\n"
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"\t#define xfmem_postMtxInfo(i) (xfmem_pack1[(i)].y)\n"
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"\t#define xfmem_color(i) (xfmem_pack1[(i)].z)\n"
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"\t#define xfmem_alpha(i) (xfmem_pack1[(i)].w)\n";
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