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Minor code formatting:
First step to bring a level of consistency between the video plug-ins - variable names, spacing, function names, function order, comments, file names. This will help us identify common code for VideoMerge. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6235 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -33,7 +33,7 @@
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#include "XFMemory.h"
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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static ID3D11VertexShader* SimpleVertexShader = NULL;
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static ID3D11VertexShader* ClearVertexShader = NULL;
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@ -83,7 +83,7 @@ void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const
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// this class will load the precompiled shaders into our cache
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class VertexShaderCacheInserter : public LinearDiskCacheReader {
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public:
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void Read(const u8* key, int key_size, const u8* value, int value_size)
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void Read(const u8 *key, int key_size, const u8 *value, int value_size)
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{
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VERTEXSHADERUID uid;
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if (key_size != sizeof(uid))
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@ -177,6 +177,9 @@ void VertexShaderCache::Init()
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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SETSTAT(stats.numVertexShadersCreated, 0);
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SETSTAT(stats.numVertexShadersAlive, 0);
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
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VertexShaderCacheInserter inserter;
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@ -214,8 +217,7 @@ bool VertexShaderCache::SetShader(u32 components)
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memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
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VSCache::iterator iter;
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iter = vshaders.find(uid);
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VSCache::iterator iter = vshaders.find(uid);
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if (iter != vshaders.end())
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{
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iter->second.frameCount = frameCount;
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@ -226,7 +228,7 @@ bool VertexShaderCache::SetShader(u32 components)
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return (entry.shader != NULL);
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}
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const char* code = GenerateVertexShaderCode(components, API_D3D11);
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const char *code = GenerateVertexShaderCode(components, API_D3D11);
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D3DBlob* pbytecode = NULL;
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D3D::CompileVertexShader(code, (int)strlen(code), &pbytecode);
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