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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
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@ -193,7 +193,7 @@ void Flush()
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if (tentry != NULL) {
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// texture loaded fine, set dims for pixel shader
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if (tentry->isNonPow2) {
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PixelShaderMngr::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
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PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
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nonpow2tex |= 1 << i;
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if (tentry->mode.wrap_s > 0) nonpow2tex |= 1 << (8 + i);
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if (tentry->mode.wrap_t > 0) nonpow2tex |= 1 << (16 + i);
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@ -202,7 +202,7 @@ void Flush()
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// if texture is power of two, set to ones (since don't need scaling)
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else
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{
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PixelShaderMngr::SetTexDims(i, tentry->w, tentry->h, 0, 0);
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PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
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TextureMngr::EnableTex2D(i);
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}
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if (g_Config.iLog & CONF_PRIMLOG) {
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@ -222,11 +222,11 @@ void Flush()
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}
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}
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PixelShaderMngr::SetTexturesUsed(nonpow2tex);
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PixelShaderManager::SetTexturesUsed(nonpow2tex);
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}
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FRAGMENTSHADER* ps = PixelShaderMngr::GetShader();
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VERTEXSHADER* vs = VertexShaderMngr::GetShader(s_prevcomponents);
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FRAGMENTSHADER* ps = PixelShaderCache::GetShader();
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VERTEXSHADER* vs = VertexShaderCache::GetShader(s_prevcomponents);
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bool bRestoreBuffers = false;
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if (Renderer::GetZBufferTarget()) {
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@ -246,8 +246,8 @@ void Flush()
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}
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// set global constants
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VertexShaderMngr::SetConstants();
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PixelShaderMngr::SetConstants();
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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// finally bind
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