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Various fixes and cleanups.
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parent
98b62d8362
commit
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@ -21,12 +21,10 @@
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#include "Common.h"
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#include <fstream>
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// Update this to the current SVN revision every time you change shader generation code.
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// We don't automatically get this from SVN_REV because that would mean regenerating the
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// shader cache for every revision, graphics-related or not, which is simply annoying.
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// Increment this every time you change shader generation code.
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enum
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{
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LINEAR_DISKCACHE_VER = 6964
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LINEAR_DISKCACHE_VER = 6965
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};
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// On disk format:
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@ -100,14 +100,16 @@ static void StageHash(int stage, u32* out)
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}
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}
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// Mash together all the inputs that contribute to the code of a generated pixel shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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// It would likely be a lot more efficient to build this incrementally as the attributes
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// are set...
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void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode)
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{
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uid->values[0] |= bpmem.genMode.numtevstages; // 4
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uid->values[0] |= bpmem.genMode.numtexgens << 4; // 4
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uid->values[0] |= dstAlphaMode << 8; // 2
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uid->tevstages = bpmem.genMode.numtevstages;
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bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth;
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uid->values[0] |= DepthTextureEnable << 10; // 1
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@ -124,7 +126,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode)
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{
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// Courtesy of PreAlphaTest, we're done already ;)
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// TODO: There's a comment including bpmem.genmode.numindstages.. shouldnt really bother about that though.
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uid->tevstages = 1;
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uid->num_values = 1;
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return;
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}
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@ -141,8 +143,6 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode)
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uid->values[1] |= xfregs.texMtxInfo[i].projection << (i - 14); // 1
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}
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uid->indstages = bpmem.genMode.numindstages;
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uid->values[1] = bpmem.genMode.numindstages << 2; // 3
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u32 indirectStagesUsed = 0;
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for (unsigned int i = 0; i < bpmem.genMode.numindstages; ++i)
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@ -194,129 +194,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode)
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ptr[0] |= bpmem.fogRange.Base.Enabled << 17; // 1
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}
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}
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uid->tevstages = (ptr+1) - uid->values;
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}
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// Mash together all the inputs that contribute to the code of a generated pixel shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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// It would likely be a lot more efficient to build this incrementally as the attributes
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// are set...
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void _GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode)
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{
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u32 numstages = bpmem.genMode.numtevstages + 1;
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u32 projtexcoords = 0;
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for (u32 i = 0; i < numstages; i++)
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{
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if (bpmem.tevorders[i/2].getEnable(i & 1))
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{
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int texcoord = bpmem.tevorders[i / 2].getTexCoord(i & 1);
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if (xfregs.texMtxInfo[i].projection)
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projtexcoords |= 1 << texcoord;
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}
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}
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uid->values[0] = (u32)bpmem.genMode.numtevstages |
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((u32)bpmem.genMode.numindstages << 4) |
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((u32)bpmem.genMode.numtexgens << 7) |
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((u32)dstAlphaMode << 11) |
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((u32)((bpmem.alphaFunc.hex >> 16) & 0xff) << 13) |
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(projtexcoords << 21) |
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((u32)bpmem.ztex2.op << 29);
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// swap table
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for (int i = 0; i < 8; i += 2)
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((u8*)&uid->values[1])[i / 2] = (bpmem.tevksel[i].hex & 0xf) | ((bpmem.tevksel[i + 1].hex & 0xf) << 4);
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u32 enableZTexture = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ? 1 : 0;
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uid->values[2] = (u32)bpmem.fog.c_proj_fsel.fsel |
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((u32)bpmem.fog.c_proj_fsel.proj << 3) |
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((u32)enableZTexture << 4) | ((u32)bpmem.fogRange.Base.Enabled << 5);
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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for (int i = 0; i < 2; ++i) {
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uid->values[3 + i] = xfregs.color[i].enablelighting ?
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(u32)xfregs.color[i].hex :
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(u32)xfregs.color[i].matsource;
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uid->values[3 + i] |= (xfregs.alpha[i].enablelighting ?
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(u32)xfregs.alpha[i].hex :
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(u32)xfregs.alpha[i].matsource) << 15;
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}
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}
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uid->values[4] |= (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) << 31;
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int hdr = 5;
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u32 *pcurvalue = &uid->values[hdr];
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for (u32 i = 0; i < numstages; ++i)
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{
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TevStageCombiner::ColorCombiner &cc = bpmem.combiners[i].colorC;
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TevStageCombiner::AlphaCombiner &ac = bpmem.combiners[i].alphaC;
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u32 val0 = cc.hex & 0xffffff;
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u32 val1 = ac.hex & 0xffffff;
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val0 |= bpmem.tevksel[i / 2].getKC(i & 1) << 24;
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val1 |= bpmem.tevksel[i / 2].getKA(i & 1) << 24;
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pcurvalue[0] = val0;
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pcurvalue[1] = val1;
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pcurvalue += 2;
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}
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for (u32 i = 0; i < numstages / 2; ++i)
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{
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u32 val0, val1;
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if (bpmem.tevorders[i].hex & 0x40)
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val0 = bpmem.tevorders[i].hex & 0x3ff;
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else
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val0 = bpmem.tevorders[i].hex & 0x380;
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if (bpmem.tevorders[i].hex & 0x40000)
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val1 = (bpmem.tevorders[i].hex & 0x3ff000) >> 12;
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else
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val1 = (bpmem.tevorders[i].hex & 0x380000) >> 12;
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switch (i % 3) {
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case 0: pcurvalue[0] = val0|(val1<<10); break;
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case 1: pcurvalue[0] |= val0<<20; pcurvalue[1] = val1; pcurvalue++; break;
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case 2: pcurvalue[1] |= (val0<<10)|(val1<<20); pcurvalue++; break;
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default: PanicAlert("Unknown case for Tev Stages / 2: %08x", (i % 3));
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}
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}
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if (numstages & 1) { // odd
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u32 val0;
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if (bpmem.tevorders[bpmem.genMode.numtevstages/2].hex & 0x40)
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val0 = bpmem.tevorders[bpmem.genMode.numtevstages/2].hex & 0x3ff;
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else
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val0 = bpmem.tevorders[bpmem.genMode.numtevstages/2].hex & 0x380;
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switch (bpmem.genMode.numtevstages % 3)
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{
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case 0: pcurvalue[0] = val0; break;
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case 1: pcurvalue[0] |= val0 << 20; break;
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case 2: pcurvalue[1] |= val0 << 10; pcurvalue++; break;
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default: PanicAlert("Unknown case for Tev Stages: %08x", bpmem.genMode.numtevstages % 3);
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}
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}
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if ((bpmem.genMode.numtevstages % 3) != 2)
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++pcurvalue;
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uid->tevstages = (u32)(pcurvalue - &uid->values[0] - hdr);
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for (u32 i = 0; i < bpmem.genMode.numindstages; ++i)
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{
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u32 val = bpmem.tevind[i].hex & 0x1fffff; // 21 bits
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switch (i % 3)
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{
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case 0: pcurvalue[0] = val; break;
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case 1: pcurvalue[0] |= val << 21; pcurvalue[1] = val >> 11; ++pcurvalue; break;
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case 2: pcurvalue[0] |= val << 10; ++pcurvalue; break;
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default: PanicAlert("Unknown case for Ind Stages: %08x", (i % 3));
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}
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}
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// yeah, well ....
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uid->indstages = (u32)(pcurvalue - &uid->values[0] - (hdr - 1) - uid->tevstages);
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uid->num_values = (ptr+1) - uid->values;
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}
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void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode)
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@ -346,19 +224,21 @@ void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode)
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for (int i = 0; i < bpmem.genMode.numtevstages+1; ++i) // up to 16 times
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{
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// TODO ...
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StageHash(i, ptr);
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ptr += 4; // max: ptr = &uid->values[33+63]
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*ptr++ = bpmem.combiners[i].colorC.hex; // 33+5*i
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*ptr++ = bpmem.combiners[i].alphaC.hex; // 34+5*i
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*ptr++ = bpmem.tevind[i].hex; // 35+5*i
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*ptr++ = bpmem.tevksel[i/2].hex; // 36+5*i
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*ptr++ = bpmem.tevorders[i/2].hex; // 37+5*i
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}
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ptr = &uid->values[97];
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ptr = &uid->values[113];
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*ptr++ = bpmem.alphaFunc.hex; // 97
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*ptr++ = bpmem.alphaFunc.hex; // 113
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*ptr++ = bpmem.fog.c_proj_fsel.hex; // 98
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*ptr++ = bpmem.fogRange.Base.hex; // 99
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*ptr++ = bpmem.fog.c_proj_fsel.hex; // 114
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*ptr++ = bpmem.fogRange.Base.hex; // 115
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_assert_((ptr - uid->values) <= uid->GetNumValues());
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_assert_((ptr - uid->values) == uid->GetNumValues());
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}
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@ -45,7 +45,7 @@
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#define C_PMATERIALS (C_PLIGHTS + 40)
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#define C_PENVCONST_END (C_PMATERIALS + 4)
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#define PIXELSHADERUID_MAX_VALUES 67
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#define PIXELSHADERUID_MAX_VALUES_SAFE 100
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#define PIXELSHADERUID_MAX_VALUES_SAFE 115
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// DO NOT make anything in this class virtual.
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template<bool safe>
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@ -53,38 +53,37 @@ class _PIXELSHADERUID
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{
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public:
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u32 values[safe ? PIXELSHADERUID_MAX_VALUES_SAFE : PIXELSHADERUID_MAX_VALUES];
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u16 tevstages, indstages;
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u16 num_values;
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_PIXELSHADERUID()
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{
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memset(values, 0, sizeof(values));
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tevstages = indstages = 0;
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if (safe) num_values = sizeof(values) / sizeof(values[0]);
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else num_values = 0;
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}
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_PIXELSHADERUID(const _PIXELSHADERUID& r)
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{
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tevstages = r.tevstages;
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indstages = r.indstages;
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int N = GetNumValues();
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_assert_(N <= GetNumValues());
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for (int i = 0; i < N; ++i)
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values[i] = r.values[i];
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num_values = r.num_values;
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if (safe) memcpy(values, r.values, PIXELSHADERUID_MAX_VALUES_SAFE);
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else memcpy(values, r.values, r.GetNumValues() * sizeof(values[0]));
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}
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int GetNumValues() const
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{
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if (safe) return (sizeof(values) / sizeof(u32));
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else return tevstages;
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else return num_values;
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}
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bool operator <(const _PIXELSHADERUID& _Right) const
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{
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if (values[0] < _Right.values[0])
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return true;
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else if (values[0] > _Right.values[0])
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return false;
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int N = GetNumValues();
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for (int i = 1; i < N; ++i)
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if (N < _Right.GetNumValues())
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return true;
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else if (N > _Right.GetNumValues())
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return false;
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for (int i = 0; i < N; ++i)
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{
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if (values[i] < _Right.values[i])
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return true;
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@ -96,10 +95,10 @@ public:
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bool operator ==(const _PIXELSHADERUID& _Right) const
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{
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if (values[0] != _Right.values[0])
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return false;
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int N = GetNumValues();
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for (int i = 1; i < N; ++i)
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if (N != _Right.GetNumValues())
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return false;
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for (int i = 0; i < N; ++i)
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{
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if (values[i] != _Right.values[i])
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return false;
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@ -17,11 +17,12 @@
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#pragma once
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#include <map>
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#include "PixelShaderGen.h"
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#include <d3d11.h>
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class PIXELSHADERUID;
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#include <map>
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enum DSTALPHA_MODE;
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namespace DX11
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#ifndef _VERTEXSHADERCACHE_H
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#define _VERTEXSHADERCACHE_H
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#include <map>
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#include "VertexShaderGen.h"
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#include "D3DBase.h"
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#include "D3DBlob.h"
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class VERTEXSHADERUID;
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#include <map>
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namespace DX11 {
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