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Add Turntable.cpp to SCons build.
Set native eol-style on recently added files. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6252 8ced0084-cf51-0410-be5f-012b33b47a6e
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98 changed files with 18965 additions and 18964 deletions
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _DX11_VERTEXSHADERCACHE_H
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#define _DX11_VERTEXSHADERCACHE_H
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#include <map>
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#include "VertexShaderGen.h"
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#include "DX11_D3DBase.h"
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#include "../VertexShaderCache.h"
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namespace DX11
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{
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class VertexShaderCache : public ::VertexShaderCacheBase
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{
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public:
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VertexShaderCache();
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~VertexShaderCache();
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static void Clear();
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bool SetShader(u32 components);
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static ID3D11VertexShader* GetSimpleVertexShader();
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static ID3D11VertexShader* GetClearVertexShader();
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static ID3D11InputLayout* GetSimpleInputLayout();
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static ID3D11InputLayout* GetClearInputLayout();
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static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob);
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void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
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void SetVSConstant4fv(unsigned int const_number, const float* f);
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void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float* f);
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void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float* f);
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private:
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struct VSCacheEntry
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{
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ID3D11VertexShader* shader;
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D3DBlob* bytecode; // needed to initialize the input layout
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int frameCount;
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VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {}
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void SetByteCode(D3DBlob* blob)
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{
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SAFE_RELEASE(bytecode);
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bytecode = blob;
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blob->AddRef();
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}
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void Destroy()
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{
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SAFE_RELEASE(shader);
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SAFE_RELEASE(bytecode);
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}
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};
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typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
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static VSCache vshaders;
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static const VSCacheEntry* last_entry;
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};
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}
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#endif // _VERTEXSHADERCACHE_H
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _DX11_VERTEXSHADERCACHE_H
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#define _DX11_VERTEXSHADERCACHE_H
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#include <map>
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#include "VertexShaderGen.h"
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#include "DX11_D3DBase.h"
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#include "../VertexShaderCache.h"
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namespace DX11
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{
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class VertexShaderCache : public ::VertexShaderCacheBase
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{
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public:
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VertexShaderCache();
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~VertexShaderCache();
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static void Clear();
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bool SetShader(u32 components);
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static ID3D11VertexShader* GetSimpleVertexShader();
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static ID3D11VertexShader* GetClearVertexShader();
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static ID3D11InputLayout* GetSimpleInputLayout();
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static ID3D11InputLayout* GetClearInputLayout();
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static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob);
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void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
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void SetVSConstant4fv(unsigned int const_number, const float* f);
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void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float* f);
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void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float* f);
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private:
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struct VSCacheEntry
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{
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ID3D11VertexShader* shader;
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D3DBlob* bytecode; // needed to initialize the input layout
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int frameCount;
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VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {}
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void SetByteCode(D3DBlob* blob)
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{
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SAFE_RELEASE(bytecode);
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bytecode = blob;
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blob->AddRef();
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}
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void Destroy()
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{
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SAFE_RELEASE(shader);
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SAFE_RELEASE(bytecode);
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}
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};
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typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
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static VSCache vshaders;
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static const VSCacheEntry* last_entry;
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};
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}
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#endif // _VERTEXSHADERCACHE_H
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