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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
More code movin' .. split Vertex/Pixelshadermngr into xxCache and xxManager.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1677 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -24,6 +24,99 @@
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#include "XFMemory.h" // for texture projection mode
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#include "BPMemory.h"
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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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void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0)
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{
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u32 projtexcoords = 0;
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; i++) {
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if (bpmem.tevorders[i/2].getEnable(i&1)) {
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int texcoord = bpmem.tevorders[i/2].getTexCoord(i&1);
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if (xfregs.texcoords[texcoord].texmtxinfo.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)bpmem.dstalpha.enable << 11) |
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((u32)((bpmem.alphaFunc.hex >> 16) & 0xff) << 12) |
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(projtexcoords << 20) |
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((u32)bpmem.ztex2.op << 28) |
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(zbufrender << 30) |
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(zBufRenderToCol0 << 31);
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uid.values[0] = (uid.values[0] & ~0x0ff00000) | (projtexcoords << 20);
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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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uid.values[2] = s_texturemask;
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int hdr = 3;
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u32* pcurvalue = &uid.values[hdr];
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages+1; ++i) {
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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 < ((u32)bpmem.genMode.numtevstages+1)/2; ++i) {
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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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}
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}
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if ((bpmem.genMode.numtevstages + 1) & 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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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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}
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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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u32 val = bpmem.tevind[i].hex & 0x1fffff; // 21 bits
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switch (i%3) {
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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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}
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}
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// yeah, well ....
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uid.indstages = (u32)(pcurvalue - &uid.values[0] - 2 - uid.tevstages);
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}
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// old tev->pixelshader notes
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//
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// color for this stage (alpha, color) is given by bpmem.tevorders[0].colorchan0
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@ -39,6 +39,57 @@
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#define C_COLORMATRIX (C_INDTEXMTX+6)
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class PIXELSHADERUID
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{
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public:
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u32 values[4+32+6+11];
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u16 tevstages, indstages;
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PIXELSHADERUID() {
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memset(values, 0, (4+32+6+11) * 4);
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tevstages = indstages = 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 = tevstages + indstages + 3;
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_assert_(N <= 4+32+6+11);
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for (int i = 0; i < N; ++i)
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values[i] = r.values[i];
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}
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int GetNumValues() const {
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return tevstages + indstages + 3; // numTevStages*3/2+1
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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 (values[i] < _Right.values[i])
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return true;
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else if (values[i] > _Right.values[i])
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return false;
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}
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return false;
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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 false;
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int N = GetNumValues();
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for (int i = 1; i < N; ++i) {
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if (values[i] != _Right.values[i])
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return false;
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}
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return true;
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}
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};
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char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0);
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void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0);
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#endif
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@ -23,6 +23,52 @@
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#include "BPMemory.h"
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#include "VertexShader.h"
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// Mash together all the inputs that contribute to the code of a generated vertex shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender)
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{
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vid.values[0] = components |
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(xfregs.numTexGens << 23) |
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(xfregs.nNumChans << 27) |
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((u32)xfregs.bEnableDualTexTransform << 29) |
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(zbufrender << 30);
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for (int i = 0; i < 2; ++i) {
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vid.values[1+i] = xfregs.colChans[i].color.enablelighting ?
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(u32)xfregs.colChans[i].color.hex :
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(u32)xfregs.colChans[i].color.matsource;
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vid.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ?
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(u32)xfregs.colChans[i].alpha.hex :
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(u32)xfregs.colChans[i].alpha.matsource) << 15;
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}
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// fog
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vid.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30);
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vid.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30);
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u32* pcurvalue = &vid.values[3];
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for (int i = 0; i < xfregs.numTexGens; ++i) {
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TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
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if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
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tinfo.hex &= 0x7ff;
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if (tinfo.texgentype != XF_TEXGEN_REGULAR)
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tinfo.projection = 0;
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u32 val = ((tinfo.hex >> 1) & 0x1ffff);
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if (xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR) {
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// rewrite normalization and post index
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val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23);
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}
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switch (i & 3) {
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case 0: pcurvalue[0] |= val; break;
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case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
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case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
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case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
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}
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}
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}
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static char text[16384];
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#define WRITE p+=sprintf
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@ -46,6 +46,55 @@
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#define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES+32)
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#define C_FOGPARAMS (C_POSTTRANSFORMMATRICES+64)
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class VERTEXSHADERUID
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{
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public:
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u32 values[9];
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VERTEXSHADERUID() {
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memset(values, 0, sizeof(values));
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}
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VERTEXSHADERUID(const VERTEXSHADERUID& r) {
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for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i)
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values[i] = r.values[i];
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}
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int GetNumValues() const {
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return (((values[0] >> 23) & 0xf)*3 + 3)/4 + 3; // numTexGens*3/4+1
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}
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bool operator <(const VERTEXSHADERUID& _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 (values[i] < _Right.values[i])
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return true;
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else if (values[i] > _Right.values[i])
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return false;
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}
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return false;
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}
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bool operator ==(const VERTEXSHADERUID& _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 (values[i] != _Right.values[i])
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return false;
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}
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return true;
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}
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};
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char *GenerateVertexShader(u32 components, bool has_zbuffer_target);
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender);
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#endif
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