D3D: Fix bugs in the shader cache, fixes crashes on x64. added some debugging stuff (only active in debug builds). assorted code cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4145 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
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b15320bc02
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2599659022
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@ -26,7 +26,6 @@ QUAD simulator
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021231 243453
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*/
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void IndexGenerator::Start(unsigned short *startptr)
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{
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ptr = startptr;
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@ -23,10 +23,6 @@
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class IndexGenerator
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{
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unsigned short *ptr;
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int numPrims;
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int index;
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public:
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void Start(unsigned short *startptr);
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void AddList(int numVerts);
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@ -38,6 +34,10 @@ public:
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void AddQuads(int numVerts);
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int GetNumPrims() {return numPrims;} //returns numprimitives
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int GetNumVerts() {return index;} //returns numprimitives
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private:
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unsigned short *ptr;
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int numPrims;
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int index;
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};
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#endif // _INDEXGENERATOR_H
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@ -411,12 +411,13 @@ const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL
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WRITE(p, "uniform samplerRECT ");
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bool bfirst = true;
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for (int i = 0; i < 8; ++i)
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{
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if (texture_mask & (1<<i))
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{
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WRITE(p, "%s samp%d : register(s%d)", bfirst?"":",", i, i);
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bfirst = false;
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}
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}
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WRITE(p, ";\n");
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}
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@ -92,44 +92,17 @@ const char *GenerateVertexShader(u32 components, bool D3D)
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char *p = text;
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WRITE(p, "//Vertex Shader: comp:%x, \n", components);
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WRITE(p, "typedef struct {\n"
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" float4 T0, T1, T2;\n"
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" float4 N0, N1, N2;\n"
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"} s_"I_POSNORMALMATRIX";\n\n"
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"typedef struct {\n"
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" float4 t;\n"
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"} FLT4;\n"
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"typedef struct {\n"
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" FLT4 T[24];\n"
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"} s_"I_TEXMATRICES";\n\n"
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"typedef struct {\n"
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" FLT4 T[64];\n"
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"} s_"I_TRANSFORMMATRICES";\n\n"
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"typedef struct {\n"
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" FLT4 T[32];\n"
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"} s_"I_NORMALMATRICES";\n\n"
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"typedef struct {\n"
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" FLT4 T[64];\n"
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"} s_"I_POSTTRANSFORMMATRICES";\n\n"
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"typedef struct {\n"
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" float4 col;\n"
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" float4 cosatt;\n"
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" float4 distatt;\n"
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" float4 pos;\n"
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" float4 dir;\n"
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"} Light;\n\n"
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"typedef struct {\n"
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" Light lights[8];\n"
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"} s_"I_LIGHTS";\n\n"
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"typedef struct {\n"
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" float4 C0, C1, C2, C3;\n"
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"} s_"I_MATERIALS";\n\n"
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"typedef struct {\n"
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" float4 T0,T1,T2,T3;\n"
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"} s_"I_PROJECTION";\n"
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"typedef struct {\n"
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" float4 params;\n" // a, b, c, b_shift
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"} s_"I_FOGPARAMS";\n\n");
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WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_"I_POSNORMALMATRIX";\n"
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"typedef struct { float4 t; } FLT4;\n"
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"typedef struct { FLT4 T[24]; } s_"I_TEXMATRICES";\n"
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"typedef struct { FLT4 T[64]; } s_"I_TRANSFORMMATRICES";\n"
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"typedef struct { FLT4 T[32]; } s_"I_NORMALMATRICES";\n"
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"typedef struct { FLT4 T[64]; } s_"I_POSTTRANSFORMMATRICES";\n"
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"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
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"typedef struct { Light lights[8]; } s_"I_LIGHTS";\n"
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"typedef struct { float4 C0,C1,C2,C3; } s_"I_MATERIALS";\n"
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"typedef struct { float4 T0,T1,T2,T3; } s_"I_PROJECTION";\n"
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"typedef struct { float4 params; } s_"I_FOGPARAMS";\n"); // a, b, c, b_shift
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WRITE(p, "struct VS_OUTPUT {\n");
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WRITE(p, " float4 pos : POSITION;\n");
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@ -144,12 +117,9 @@ const char *GenerateVertexShader(u32 components, bool D3D)
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for (int i = 0; i < xfregs.numTexGens; ++i)
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WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i<4?4:3, i, i);
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}
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WRITE(p, "};\n");
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WRITE(p, "\n");
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// uniforms
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// bool bTexMtx = ((components & VB_HAS_TEXMTXIDXALL)<<VB_HAS_UVTEXMTXSHIFT)!=0; unused TODO: keep?
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WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
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@ -80,7 +80,6 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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{
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if (bExpand) { // I8
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const u8 *pIn = buffer;
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// TODO(XK): Find a better way that does not involve either unpacking
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// or downsampling (i.e. A4L4)
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for (int y = 0; y < height; y++)
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@ -118,6 +117,8 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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case D3DFMT_DXT1:
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memcpy(Lock.pBits,buffer,(width/4)*(height/4)*8);
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break;
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default:
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PanicAlert("D3D: Invalid texture format %i", fmt);
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}
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pTexture->UnlockRect(level);
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return pTexture;
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@ -215,9 +215,8 @@ namespace D3D
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dev->SetPixelShader(0);
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dev->SetVertexShader(0);
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dev->SetVertexDeclaration(0);
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// dev->SetVertexDeclaration(0);
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// dev->SetFVF(D3DFVF_FONT2DVERTEX);
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Renderer::SetFVF(D3DFVF_FONT2DVERTEX);
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for (int i = 0; i < 6; i++) {
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@ -380,9 +379,8 @@ namespace D3D
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{x2-0.5f, y2-0.5f, 0, 1, color, u2, v2},
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{x1-0.5f, y2-0.5f, 0, 1, color, u1, v2},
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};
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dev->SetPixelShader(0);
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dev->SetVertexShader(0);
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dev->SetVertexDeclaration(0);
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dev->SetPixelShader(NULL);
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dev->SetVertexShader(NULL);
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Renderer::SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
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@ -163,5 +163,8 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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void D3DVertexFormat::SetupVertexPointers() const
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{
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if (d3d_decl)
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D3D::dev->SetVertexDeclaration(d3d_decl);
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else
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ERROR_LOG(VIDEO, "invalid d3d decl");
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}
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@ -32,6 +32,7 @@
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#include <Cg/cgD3D9.h>
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
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void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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@ -59,10 +60,7 @@ void PixelShaderCache::Shutdown()
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void PixelShaderCache::SetShader()
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{
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if (D3D::GetShaderVersion() < 2)
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return; // we are screwed
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static LPDIRECT3DPIXELSHADER9 lastShader = NULL;
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static LPDIRECT3DPIXELSHADER9 last_shader = NULL;
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DVSTARTPROFILE();
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@ -75,11 +73,12 @@ void PixelShaderCache::SetShader()
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if (iter != PixelShaders.end())
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{
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iter->second.frameCount = frameCount;
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PSCacheEntry &entry = iter->second;
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if (!lastShader || entry.shader != lastShader)
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const PSCacheEntry &entry = iter->second;
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last_entry = &entry;
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if (!last_shader || entry.shader != last_shader)
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{
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D3D::dev->SetPixelShader(entry.shader);
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lastShader = entry.shader;
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last_shader = entry.shader;
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}
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return;
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}
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@ -93,10 +92,15 @@ void PixelShaderCache::SetShader()
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PSCacheEntry newentry;
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newentry.shader = shader;
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newentry.frameCount = frameCount;
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#ifdef _DEBUG
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newentry.code = code;
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#endif
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PixelShaders[uid] = newentry;
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last_entry = &PixelShaders[uid];
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Renderer::SetFVF(NULL);
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D3D::dev->SetPixelShader(shader);
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last_shader = shader;
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
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@ -146,3 +150,13 @@ void PixelShaderCache::Cleanup()
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}
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SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
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}
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#ifdef _DEBUG
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std::string PixelShaderCache::GetCurrentShaderCode()
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{
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if (last_entry)
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return last_entry->code;
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else
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return "(no shader)\n";
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}
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#endif
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@ -31,11 +31,14 @@ tevhash GetCurrentTEV();
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class PixelShaderCache
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{
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private:
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struct PSCacheEntry
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{
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LPDIRECT3DPIXELSHADER9 shader;
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int frameCount;
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#ifdef _DEBUG
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std::string code;
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#endif
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PSCacheEntry() : shader(NULL), frameCount(0) {}
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void Destroy()
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{
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@ -47,12 +50,16 @@ class PixelShaderCache
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typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
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static PSCache PixelShaders;
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static const PSCacheEntry *last_entry;
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public:
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static void Init();
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static void Cleanup();
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static void Shutdown();
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static void SetShader();
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#ifdef _DEBUG
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static std::string GetCurrentShaderCode();
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#endif
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static LPDIRECT3DPIXELSHADER9 CompileCgShader(const char *pstrprogram);
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};
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@ -16,6 +16,7 @@
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include "FileUtil.h"
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#include "D3DBase.h"
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@ -81,6 +82,8 @@ bool Init()
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collection = C_NOTHING;
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fakeVBuffer = new u8[MAXVBUFFERSIZE];
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fakeIBuffer = new u16[MAXIBUFFERSIZE];
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memset(fakeVBuffer, 0, MAXVBUFFERSIZE);
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memset(fakeIBuffer, 0, MAXIBUFFERSIZE * 2);
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CreateDeviceObjects();
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VertexManager::s_pCurBufferPointer = fakeVBuffer;
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return true;
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@ -143,9 +146,6 @@ void AddVertices(int _primitive, int _numVertices)
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//We are NOT collecting the right type.
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Flush();
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// Copy the extra verts that we lost.
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memcpy(s_pCurBufferPointer, fakeVBuffer, _numVertices * g_nativeVertexFmt->GetVertexStride());
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collection = type;
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u16 *ptr = 0;
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if (type != C_POINTS)
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if (collection != C_POINTS)
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{
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int numPrimitives = indexGen.GetNumPrims();
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D3D::dev->DrawIndexedPrimitiveUP(pts[(int)collection],
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if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
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pts[(int)collection],
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0,
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numVertices,
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numPrimitives,
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fakeIBuffer,
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D3DFMT_INDEX16,
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fakeVBuffer,
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stride);
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stride))) {
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#ifdef _DEBUG
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std::string error_shaders;
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error_shaders.append(VertexShaderCache::GetCurrentShaderCode());
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error_shaders.append(PixelShaderCache::GetCurrentShaderCode());
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File::WriteStringToFile(true, error_shaders, "bad_shader_combo.txt");
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PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to shaders.txt.");
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#endif
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}
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}
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else
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{
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@ -32,6 +32,7 @@
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#include <Cg/cgD3D9.h>
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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}
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void VertexShaderCache::Shutdown()
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{
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VSCache::iterator iter = vshaders.begin();
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@ -61,10 +61,7 @@ void VertexShaderCache::Shutdown()
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void VertexShaderCache::SetShader(u32 components)
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{
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if (D3D::GetShaderVersion() < 2)
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return; // we are screwed
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static LPDIRECT3DVERTEXSHADER9 lastShader = NULL;
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static LPDIRECT3DVERTEXSHADER9 last_shader = NULL;
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DVSTARTPROFILE();
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if (iter != vshaders.end())
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{
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iter->second.frameCount = frameCount;
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VSCacheEntry &entry = iter->second;
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if (!lastShader || entry.shader != lastShader)
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const VSCacheEntry &entry = iter->second;
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last_entry = &entry;
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if (!last_shader || entry.shader != last_shader)
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{
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D3D::dev->SetVertexShader(entry.shader);
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lastShader = entry.shader;
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last_shader = entry.shader;
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}
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return;
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}
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VSCacheEntry entry;
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entry.shader = shader;
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entry.frameCount = frameCount;
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#ifdef _DEBUG
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entry.code = code;
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#endif
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vshaders[uid] = entry;
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last_entry = &vshaders[uid];
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last_shader = entry.shader;
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D3D::dev->SetVertexShader(shader);
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}
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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}
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#ifdef _DEBUG
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std::string VertexShaderCache::GetCurrentShaderCode()
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{
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if (last_entry)
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return last_entry->code;
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else
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return "(no shader)\n";
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}
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#endif
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@ -21,16 +21,21 @@
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#include "D3DBase.h"
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#include <map>
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#include <string>
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#include "D3DBase.h"
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#include "VertexShaderGen.h"
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class VertexShaderCache
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{
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private:
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struct VSCacheEntry
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{
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LPDIRECT3DVERTEXSHADER9 shader;
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int frameCount;
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#ifdef _DEBUG
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std::string code;
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#endif
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VSCacheEntry() : shader(NULL), frameCount(0) {}
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void Destroy()
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{
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@ -42,12 +47,16 @@ class VertexShaderCache
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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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public:
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static void Init();
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static void Cleanup();
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static void Shutdown();
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static void SetShader(u32 components);
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#ifdef _DEBUG
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static std::string GetCurrentShaderCode();
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#endif
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static LPDIRECT3DVERTEXSHADER9 CompileCgShader(const char *pstrprogram);
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};
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