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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6972 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -26,6 +26,13 @@
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#include "Globals.h"
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#include "VertexShaderCache.h"
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// See comment near the bottom of this file
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static unsigned int vs_constant_offset_table[C_VENVCONST_END];
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float vsconstants[C_VENVCONST_END*4];
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bool vscbufchanged = true;
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namespace DX11 {
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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@ -41,43 +48,8 @@ ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVert
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ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; }
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ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; }
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float vsconstants[C_VENVCONST_END*4];
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bool vscbufchanged = true;
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ID3D11Buffer* vscbuf = NULL;
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// maps the constant numbers to float indices in the constant buffer
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unsigned int vs_constant_offset_table[C_VENVCONST_END];
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void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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vsconstants[vs_constant_offset_table[const_number] ] = f1;
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vsconstants[vs_constant_offset_table[const_number]+1] = f2;
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vsconstants[vs_constant_offset_table[const_number]+2] = f3;
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vsconstants[vs_constant_offset_table[const_number]+3] = f4;
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vscbufchanged = true;
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}
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void SetVSConstant4fv(unsigned int const_number, const float* f)
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{
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memcpy(&vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4);
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vscbufchanged = true;
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}
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void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float* f)
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{
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for (unsigned int i = 0; i < count; i++)
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{
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memcpy(&vsconstants[vs_constant_offset_table[const_number+i]], f+3*i, sizeof(float)*3);
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vsconstants[vs_constant_offset_table[const_number+i]+3] = 0.f;
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}
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vscbufchanged = true;
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}
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void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
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{
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memcpy(&vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4*count);
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vscbufchanged = true;
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}
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ID3D11Buffer* &VertexShaderCache::GetConstantBuffer()
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{
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
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@ -292,3 +264,39 @@ bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcod
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return true;
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}
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} // namespace DX11
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// These are "callbacks" from VideoCommon and thus must be outside namespace DX11.
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// This will have to be changed when we merge.
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// maps the constant numbers to float indices in the constant buffer
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void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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vsconstants[vs_constant_offset_table[const_number] ] = f1;
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vsconstants[vs_constant_offset_table[const_number]+1] = f2;
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vsconstants[vs_constant_offset_table[const_number]+2] = f3;
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vsconstants[vs_constant_offset_table[const_number]+3] = f4;
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vscbufchanged = true;
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}
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void SetVSConstant4fv(unsigned int const_number, const float* f)
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{
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memcpy(&vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4);
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vscbufchanged = true;
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}
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void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float* f)
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{
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for (unsigned int i = 0; i < count; i++)
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{
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memcpy(&vsconstants[vs_constant_offset_table[const_number+i]], f+3*i, sizeof(float)*3);
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vsconstants[vs_constant_offset_table[const_number+i]+3] = 0.f;
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}
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vscbufchanged = true;
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}
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void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
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{
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memcpy(&vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4*count);
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vscbufchanged = true;
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}
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