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Add Turntable.cpp to SCons build.
Set native eol-style on recently added files. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6252 8ced0084-cf51-0410-be5f-012b33b47a6e
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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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#ifndef _OGL_VERTEXSHADERCACHE_H_
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#define _OGL_VERTEXSHADERCACHE_H_
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#include <map>
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#include <string>
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// VideoCommon
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#include "BPMemory.h"
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#include "VertexShaderGen.h"
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// OGL
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#include "OGL_GLUtil.h"
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#include "../VertexShaderCache.h"
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namespace OGL
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{
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struct VERTEXSHADER
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{
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VERTEXSHADER() : glprogid(0) {}
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GLuint glprogid; // opengl program id
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#if defined(_DEBUG) || defined(DEBUGFAST)
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std::string strprog;
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#endif
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};
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class VertexShaderCache : public ::VertexShaderCacheBase
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{
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struct VSCacheEntry
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{
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VERTEXSHADER shader;
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int frameCount;
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VSCacheEntry() : frameCount(0) {}
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void Destroy() {
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// printf("Destroying vs %i\n", shader.glprogid);
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glDeleteProgramsARB(1, &shader.glprogid);
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shader.glprogid = 0;
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}
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};
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typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
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static VSCache vshaders;
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static bool s_displayCompileAlert;
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static GLuint CurrentShader;
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static bool ShaderEnabled;
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public:
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VertexShaderCache();
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~VertexShaderCache();
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bool SetShader(u32 components);
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static VERTEXSHADER* GetShader(u32 components);
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static bool CompileVertexShader(VERTEXSHADER& ps, const char* pstrprogram);
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static void SetCurrentShader(GLuint Shader);
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static void DisableShader();
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void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
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void SetVSConstant4fv(unsigned int const_number, const float* f);
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void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float* f);
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void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float* f);
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};
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}
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#endif // _VERTEXSHADERCACHE_H_
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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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#ifndef _OGL_VERTEXSHADERCACHE_H_
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#define _OGL_VERTEXSHADERCACHE_H_
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#include <map>
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#include <string>
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// VideoCommon
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#include "BPMemory.h"
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#include "VertexShaderGen.h"
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// OGL
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#include "OGL_GLUtil.h"
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#include "../VertexShaderCache.h"
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namespace OGL
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{
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struct VERTEXSHADER
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{
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VERTEXSHADER() : glprogid(0) {}
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GLuint glprogid; // opengl program id
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#if defined(_DEBUG) || defined(DEBUGFAST)
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std::string strprog;
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#endif
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};
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class VertexShaderCache : public ::VertexShaderCacheBase
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{
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struct VSCacheEntry
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{
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VERTEXSHADER shader;
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int frameCount;
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VSCacheEntry() : frameCount(0) {}
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void Destroy() {
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// printf("Destroying vs %i\n", shader.glprogid);
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glDeleteProgramsARB(1, &shader.glprogid);
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shader.glprogid = 0;
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}
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};
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typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
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static VSCache vshaders;
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static bool s_displayCompileAlert;
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static GLuint CurrentShader;
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static bool ShaderEnabled;
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public:
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VertexShaderCache();
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~VertexShaderCache();
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bool SetShader(u32 components);
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static VERTEXSHADER* GetShader(u32 components);
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static bool CompileVertexShader(VERTEXSHADER& ps, const char* pstrprogram);
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static void SetCurrentShader(GLuint Shader);
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static void DisableShader();
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void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
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void SetVSConstant4fv(unsigned int const_number, const float* f);
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void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float* f);
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void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float* f);
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};
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}
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#endif // _VERTEXSHADERCACHE_H_
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