refactor ProgramShaderCache::PCacheEntry
This commit is contained in:
parent
16f9d8e06d
commit
5f296d0be7
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@ -422,7 +422,7 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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void SetPSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
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{
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PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
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ProgramShaderCache::PCacheEntry tmp = ProgramShaderCache::GetShaderProgram();
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for (int a = 0; a < NUM_UNIFORMS; ++a)
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{
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if (!strcmp(name, UniformNames[a]))
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@ -26,7 +26,7 @@ ProgramShaderCache::PCache ProgramShaderCache::pshaders;
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GLuint ProgramShaderCache::s_ps_vs_ubo;
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GLintptr ProgramShaderCache::s_vs_data_offset;
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LinearDiskCache<PROGRAMUID, u8> g_program_disk_cache;
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LinearDiskCache<ProgramShaderCache::ShaderUID, u8> g_program_disk_cache;
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GLenum ProgramFormat;
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std::pair<u32, u32> ProgramShaderCache::CurrentShaderProgram;
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@ -57,7 +57,7 @@ const char *UniformNames[NUM_UNIFORMS] =
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I_DEPTHPARAMS,
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};
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void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid)
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void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
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{
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// Dunno why this is needed when I have the binding
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// points statically set in the shader source
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@ -65,10 +65,10 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry, const PROGRAMUI
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// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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glUniformBlockBinding(entry.program.glprogid, 0, 1);
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glUniformBlockBinding(entry.prog_id, 0, 1);
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// Some things have no vertex shader
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if (uid.uid.vsid != 0)
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glUniformBlockBinding(entry.program.glprogid, 1, 2);
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if (entry.vsid != 0)
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glUniformBlockBinding(entry.prog_id, 1, 2);
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}
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// We cache our uniform locations for now
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@ -76,42 +76,39 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry, const PROGRAMUI
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// We can remove this
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// (Sonicadvance): For some reason this fails on my hardware
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//glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
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//glGetUniformIndices(entry.prog_id, NUM_UNIFORMS, UniformNames, entry.UniformLocations);
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// Got to do it this crappy way.
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if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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for (int a = 8; a < NUM_UNIFORMS; ++a)
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entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
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entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
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if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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{
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for (int a = 0; a < 8; ++a)
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{
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
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if (entry.program.UniformLocations[a] != -1)
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glUniform1i(entry.program.UniformLocations[a], a);
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entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
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if (entry.UniformLocations[a] != -1)
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glUniform1i(entry.UniformLocations[a], a);
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}
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}
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// Need to get some attribute locations
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if (uid.uid.vsid != 0 && !g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
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if (entry.vsid != 0 && !g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
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{
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// We have no vertex Shader
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glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
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glBindAttribLocation(entry.program.glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
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glBindAttribLocation(entry.prog_id, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(entry.prog_id, SHADER_NORM2_ATTRIB, "rawnorm2");
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glBindAttribLocation(entry.prog_id, SHADER_POSMTX_ATTRIB, "fposmtx");
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}
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}
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void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
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{
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PROGRAMUID uid;
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CurrentFShader = PS;
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CurrentVShader = VS;
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GetProgramShaderId(&uid, CurrentVShader, CurrentFShader);
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if (uid.uid.id == 0)
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if (CurrentFShader == 0 && CurrentVShader == 0)
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{
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CurrentProgram = 0;
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glUseProgram(0);
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@ -120,42 +117,39 @@ void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
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// Fragment shaders can survive without Vertex Shaders
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// We have a valid fragment shader, let's create our program
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std::pair<u32, u32> ShaderPair = std::make_pair(uid.uid.psid, uid.uid.vsid);
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std::pair<u32, u32> ShaderPair = std::make_pair(CurrentFShader, CurrentVShader);
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PCache::iterator iter = pshaders.find(ShaderPair);
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if (iter != pshaders.end())
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{
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PCacheEntry &entry = iter->second;
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glUseProgram(entry.program.glprogid);
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glUseProgram(entry.prog_id);
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CurrentShaderProgram = ShaderPair;
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CurrentProgram = entry.program.glprogid;
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CurrentProgram = entry.prog_id;
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return;
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}
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PCacheEntry entry;
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entry.program.vsid = CurrentVShader;
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entry.program.psid = CurrentFShader;
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entry.program.uid = uid;
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entry.program.glprogid = glCreateProgram();
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entry.Create(CurrentFShader, CurrentVShader);
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// Right, the program is created now
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// Let's attach everything
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if (entry.program.vsid != 0) // attaching zero vertex shader makes it freak out
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glAttachShader(entry.program.glprogid, entry.program.vsid);
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if (entry.vsid != 0) // attaching zero vertex shader makes it freak out
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glAttachShader(entry.prog_id, entry.vsid);
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glAttachShader(entry.program.glprogid, entry.program.psid);
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glAttachShader(entry.prog_id, entry.psid);
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if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
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glProgramParameteri(entry.program.glprogid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
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glProgramParameteri(entry.prog_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
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glLinkProgram(entry.program.glprogid);
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glLinkProgram(entry.prog_id);
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glUseProgram(entry.program.glprogid);
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glUseProgram(entry.prog_id);
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SetProgramVariables(entry, uid);
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SetProgramVariables(entry);
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pshaders[ShaderPair] = entry;
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CurrentShaderProgram = ShaderPair;
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CurrentProgram = entry.program.glprogid;
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CurrentProgram = entry.prog_id;
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}
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void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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@ -175,9 +169,9 @@ GLuint ProgramShaderCache::GetCurrentProgram(void)
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return CurrentProgram;
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}
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PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
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ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram(void)
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{
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return pshaders[CurrentShaderProgram].program;
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return pshaders[CurrentShaderProgram];
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}
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void ProgramShaderCache::Init(void)
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@ -216,15 +210,6 @@ void ProgramShaderCache::Init(void)
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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ProgramShaderCacheInserter inserter;
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g_program_disk_cache.OpenAndRead(cache_filename, inserter);
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GLint Supported;
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glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
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GLint *Formats = new GLint[Supported];
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glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, Formats);
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// We don't really care about format
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ProgramFormat = (GLenum)Formats[0];
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delete[] Formats;
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}
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}
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@ -234,7 +219,7 @@ void ProgramShaderCache::Shutdown(void)
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{
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PCache::iterator iter = pshaders.begin();
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for (; iter != pshaders.end(); ++iter)
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g_program_disk_cache.Append(iter->second.program.uid, iter->second.program.Data(), iter->second.program.Size());
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g_program_disk_cache.Append(iter->second.uid, iter->second.GetProgram(), iter->second.Size());
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g_program_disk_cache.Sync();
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g_program_disk_cache.Close();
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@ -254,9 +239,3 @@ void ProgramShaderCache::Shutdown(void)
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}
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} // namespace OGL
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void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p)
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{
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uid->uid.vsid = _v;
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uid->uid.psid = _p;
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}
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@ -27,143 +27,89 @@
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#include "LinearDiskCache.h"
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#include "ConfigManager.h"
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union PID
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{
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struct
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{
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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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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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u64 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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namespace OGL
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{
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const int NUM_UNIFORMS = 27;
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extern const char *UniformNames[NUM_UNIFORMS];
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extern GLenum ProgramFormat;
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struct PROGRAMSHADER
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{
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PROGRAMSHADER() : glprogid(0), vsid(0), psid(0), binaryLength(0) {}
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// opengl program id
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GLuint glprogid;
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GLuint vsid, psid;
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PROGRAMUID uid;
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GLint UniformLocations[NUM_UNIFORMS];
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GLint binaryLength;
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// TODO at first glance looks bad - malloc/no free/pointer not saved in instance...
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u8 *Data()
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{
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glGetProgramiv(glprogid, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
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u8* binary = (u8*)malloc(binaryLength);
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glGetProgramBinary(glprogid, binaryLength, NULL, &ProgramFormat, binary);
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return binary;
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}
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GLint Size()
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{
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if (!binaryLength)
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glGetProgramiv(glprogid, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
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return binaryLength;
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}
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};
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class ProgramShaderCache
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{
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public:
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typedef std::pair<u32, u32> ShaderUID;
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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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GLuint prog_id;
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GLenum prog_format;
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u8 *binary;
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GLint binary_size;
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GLuint vsid, psid;
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ShaderUID uid;
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GLint UniformLocations[NUM_UNIFORMS];
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PCacheEntry() : prog_id(0), vsid(0), psid(0), binary(NULL), binary_size(0) { }
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~PCacheEntry()
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{
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FreeProgram();
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}
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void Create(const GLuint pix_id, const GLuint vert_id)
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{
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psid = pix_id;
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vsid = vert_id;
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uid = std::make_pair(psid, vsid);
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prog_id = glCreateProgram();
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}
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void Destroy()
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{
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glDeleteProgram(program.glprogid);
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program.glprogid = 0;
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glDeleteProgram(prog_id);
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prog_id = 0;
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}
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u8* Data()
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void UpdateSize()
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{
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return program.Data();
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if (binary_size == 0)
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glGetProgramiv(prog_id, GL_PROGRAM_BINARY_LENGTH, &binary_size);
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}
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// No idea how necessary this is
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void SetProgramFormat()
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{
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GLint Supported;
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glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
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GLint *Formats = new GLint[Supported];
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glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, Formats);
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// We don't really care about format
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prog_format = (GLenum)Formats[0];
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delete[] Formats;
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}
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u8 *GetProgram()
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{
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UpdateSize();
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FreeProgram();
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binary = new u8[binary_size];
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glGetProgramBinary(prog_id, binary_size, NULL, &prog_format, binary);
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return binary;
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}
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void FreeProgram()
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{
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delete [] binary;
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}
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GLint Size()
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{
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return program.Size();
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UpdateSize();
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return binary_size;
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}
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};
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class ProgramShaderCacheInserter : public LinearDiskCacheReader<PROGRAMUID, u8>
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{
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public:
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void Read(const PROGRAMUID &key, const u8 *value, u32 value_size)
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{
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PCacheEntry entry;
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// The two shaders might not even exist anymore
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// But it is fine, no need to worry about that
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entry.program.vsid = key.uid.vsid;
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entry.program.psid = key.uid.psid;
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entry.program.glprogid = glCreateProgram();
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glProgramBinary(entry.program.glprogid, ProgramFormat, value, value_size);
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GLint success;
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glGetProgramiv(entry.program.glprogid, GL_LINK_STATUS, &success);
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if (success)
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{
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pshaders[std::make_pair(key.uid.psid, key.uid.vsid)] = entry;
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glUseProgram(entry.program.glprogid);
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SetProgramVariables(entry, key);
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}
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}
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};
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typedef std::map<std::pair<u32, u32>, 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<u32, u32> CurrentShaderProgram;
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static GLuint s_ps_vs_ubo;
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static GLintptr s_vs_data_offset;
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static void SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid);
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public:
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static PROGRAMSHADER GetShaderProgram(void);
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static PCacheEntry GetShaderProgram(void);
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static void SetBothShaders(GLuint PS, GLuint VS);
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static GLuint GetCurrentProgram(void);
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@ -172,6 +118,41 @@ public:
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static void Init(void);
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static void Shutdown(void);
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private:
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class ProgramShaderCacheInserter : public LinearDiskCacheReader<ShaderUID, u8>
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{
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public:
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void Read(const ShaderUID &key, const u8 *value, u32 value_size)
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{
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// The two shaders might not even exist anymore
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// But it is fine, no need to worry about that
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PCacheEntry entry;
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entry.Create(key.first, key.second);
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glProgramBinary(entry.prog_id, entry.prog_format, value, value_size);
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GLint success;
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glGetProgramiv(entry.prog_id, GL_LINK_STATUS, &success);
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if (success)
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{
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pshaders[key] = entry;
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glUseProgram(entry.prog_id);
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SetProgramVariables(entry);
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}
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}
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};
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typedef std::map<ShaderUID, PCacheEntry> PCache;
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static PCache pshaders;
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static GLuint CurrentFShader, CurrentVShader, CurrentProgram;
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static ShaderUID CurrentShaderProgram;
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static GLuint s_ps_vs_ubo;
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static GLintptr s_vs_data_offset;
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static void SetProgramVariables(PCacheEntry &entry);
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};
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} // namespace OGL
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@ -220,7 +220,7 @@ bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
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void SetVSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
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{
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PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
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ProgramShaderCache::PCacheEntry tmp = ProgramShaderCache::GetShaderProgram();
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for (int a = 0; a < NUM_UNIFORMS; ++a)
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{
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if (!strcmp(name, UniformNames[a]))
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