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8 spaces indentation -> tabs
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11 changed files with 468 additions and 468 deletions
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@ -25,39 +25,39 @@
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#include "PixelShaderGen.h"
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#include "VertexShaderGen.h"
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union PID
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{
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struct {
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GLuint vsid, psid;
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};
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u64 id;
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};
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union PID
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{
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struct {
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GLuint vsid, psid;
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};
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u64 id;
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};
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class PROGRAMUID
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{
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public:
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PID uid;
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PID uid;
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PROGRAMUID()
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{
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uid.id = 0;
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}
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PROGRAMUID()
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{
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uid.id = 0;
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}
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PROGRAMUID(const PROGRAMUID& r)
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{
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uid.id = r.uid.id;
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}
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PROGRAMUID(GLuint _v, GLuint _p)
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{
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uid.vsid = _v;
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uid.psid = _p;
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}
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PROGRAMUID(const PROGRAMUID& r)
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{
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uid.id = r.uid.id;
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}
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PROGRAMUID(GLuint _v, GLuint _p)
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{
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uid.vsid = _v;
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uid.psid = _p;
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}
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int GetNumValues() const
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{
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return uid.id;
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}
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int GetNumValues() const
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{
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return uid.id;
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}
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};
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void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p);
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@ -69,43 +69,43 @@ extern const char *UniformNames[NUM_UNIFORMS];
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struct PROGRAMSHADER
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{
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PROGRAMSHADER() : glprogid(0), vsid(0), psid(0){}
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GLuint glprogid; // opengl program id
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GLuint vsid, psid;
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GLint attrLoc[3];
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GLint UniformLocations[NUM_UNIFORMS];
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PROGRAMSHADER() : glprogid(0), vsid(0), psid(0){}
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GLuint glprogid; // opengl program id
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GLuint vsid, psid;
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GLint attrLoc[3];
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GLint UniformLocations[NUM_UNIFORMS];
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};
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class ProgramShaderCache
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{
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struct PCacheEntry
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{
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PROGRAMSHADER program;
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int frameCount;
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PCacheEntry() : frameCount(0) {}
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void Destroy() {
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glDeleteProgram(program.glprogid);
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program.glprogid = 0;
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}
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};
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typedef std::map<std::pair<u64, u64>, PCacheEntry> PCache;
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struct PCacheEntry
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{
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PROGRAMSHADER program;
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int frameCount;
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PCacheEntry() : frameCount(0) {}
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void Destroy() {
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glDeleteProgram(program.glprogid);
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program.glprogid = 0;
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}
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};
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typedef std::map<std::pair<u64, u64>, PCacheEntry> PCache;
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static PCache pshaders;
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static GLuint CurrentFShader, CurrentVShader, CurrentProgram;
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static std::pair<u64, u64> CurrentShaderProgram;
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static PCache pshaders;
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static GLuint CurrentFShader, CurrentVShader, CurrentProgram;
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static std::pair<u64, u64> CurrentShaderProgram;
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// For UBOS
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static GLuint UBOBuffers[2]; // PS is 0, VS is 1
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// For UBOS
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static GLuint UBOBuffers[2]; // PS is 0, VS is 1
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public:
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static PROGRAMSHADER GetShaderProgram(void);
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static GLint GetAttr(int num);
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static void SetBothShaders(GLuint PS, GLuint VS);
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static GLuint GetCurrentProgram(void);
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static void SetUniformObjects(int Buffer, unsigned int offset, const float *f, unsigned int count = 1);
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static void Init(void);
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static void Shutdown(void);
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static PROGRAMSHADER GetShaderProgram(void);
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static GLint GetAttr(int num);
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static void SetBothShaders(GLuint PS, GLuint VS);
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static GLuint GetCurrentProgram(void);
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static void SetUniformObjects(int Buffer, unsigned int offset, const float *f, unsigned int count = 1);
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static void Init(void);
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static void Shutdown(void);
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};
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