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VideoCommon: De-globalize PixelShaderManager class.
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@ -8,6 +8,8 @@
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Core/System.h"
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#include "VideoBackends/D3D12/D3D12Renderer.h"
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#include "VideoBackends/D3D12/D3D12StreamBuffer.h"
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#include "VideoBackends/D3D12/DX12Context.h"
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@ -169,15 +171,18 @@ void VertexManager::UpdateGeometryShaderConstants()
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void VertexManager::UpdatePixelShaderConstants()
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{
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if (!PixelShaderManager::dirty || !ReserveConstantStorage())
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auto& system = Core::System::GetInstance();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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if (!pixel_shader_manager.dirty || !ReserveConstantStorage())
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return;
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Renderer::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer());
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &PixelShaderManager::constants,
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &pixel_shader_manager.constants,
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sizeof(PixelShaderConstants));
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m_uniform_stream_buffer.CommitMemory(sizeof(PixelShaderConstants));
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(PixelShaderConstants));
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PixelShaderManager::dirty = false;
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pixel_shader_manager.dirty = false;
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}
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bool VertexManager::ReserveConstantStorage()
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@ -230,9 +235,12 @@ void VertexManager::UploadAllConstants()
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Renderer::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer() +
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geometry_constants_offset);
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auto& system = Core::System::GetInstance();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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// Copy the actual data in
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + pixel_constants_offset,
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&PixelShaderManager::constants, sizeof(PixelShaderConstants));
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&pixel_shader_manager.constants, sizeof(PixelShaderConstants));
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + vertex_constants_offset,
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&VertexShaderManager::constants, sizeof(VertexShaderConstants));
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + geometry_constants_offset,
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@ -245,7 +253,7 @@ void VertexManager::UploadAllConstants()
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// Clear dirty flags
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VertexShaderManager::dirty = false;
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GeometryShaderManager::dirty = false;
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PixelShaderManager::dirty = false;
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pixel_shader_manager.dirty = false;
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}
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void VertexManager::UploadUtilityUniforms(const void* data, u32 data_size)
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