263 lines
7.7 KiB
C++
263 lines
7.7 KiB
C++
// 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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#include <math.h>
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#include "Globals.h"
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#include "Profiler.h"
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#include "VideoConfig.h"
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#include "Statistics.h"
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#include "GLUtil.h"
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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#include "Render.h"
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#include "VertexShaderGen.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderCache.h"
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#include "VertexManager.h"
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#include "VertexLoader.h"
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#include "XFMemory.h"
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#include "ImageWrite.h"
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#include "FileUtil.h"
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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bool VertexShaderCache::s_displayCompileAlert;
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GLuint VertexShaderCache::CurrentShader;
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bool VertexShaderCache::ShaderEnabled;
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static VERTEXSHADER *pShaderLast = NULL;
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static int s_nMaxVertexInstructions;
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static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS+8][4]);
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void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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if ( lastVSconstants[const_number][0] != f1 ||
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lastVSconstants[const_number][1] != f2 ||
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lastVSconstants[const_number][2] != f3 ||
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lastVSconstants[const_number][3] != f4)
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{
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lastVSconstants[const_number][0] = f1;
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lastVSconstants[const_number][1] = f2;
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lastVSconstants[const_number][2] = f3;
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lastVSconstants[const_number][3] = f4;
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, lastVSconstants[const_number]);
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}
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}
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void SetVSConstant4fv(unsigned int const_number, const float *f)
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{
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if (memcmp(&lastVSconstants[const_number], f, sizeof(float) * 4)) {
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memcpy(&lastVSconstants[const_number], f, sizeof(float) * 4);
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, lastVSconstants[const_number]);
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}
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}
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void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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const float *f0 = f;
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for (unsigned int i = 0; i < count; i++,f0+=4)
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{
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if (memcmp(&lastVSconstants[const_number + i], f0, sizeof(float) * 4)) {
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memcpy(&lastVSconstants[const_number + i], f0, sizeof(float) * 4);
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, lastVSconstants[const_number + i]);
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}
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}
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}
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void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
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{
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for (unsigned int i = 0; i < count; i++)
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{
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if (lastVSconstants[const_number + i][0] != f[0 + i*3] ||
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lastVSconstants[const_number + i][1] != f[1 + i*3] ||
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lastVSconstants[const_number + i][2] != f[2 + i*3] ||
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lastVSconstants[const_number + i][3] != 0.0f)
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{
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lastVSconstants[const_number + i][0] = f[0 + i*3];
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lastVSconstants[const_number + i][1] = f[1 + i*3];
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lastVSconstants[const_number + i][2] = f[2 + i*3];
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lastVSconstants[const_number + i][3] = 0.0f;
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, lastVSconstants[const_number + i]);
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}
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}
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}
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void VertexShaderCache::Init()
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{
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glEnable(GL_VERTEX_PROGRAM_ARB);
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ShaderEnabled = true;
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CurrentShader = 0;
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for (int i = 0; i < (C_FOGPARAMS + 8) * 4; i++)
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lastVSconstants[i / 4][i % 4] = -100000000.0f;
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memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
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s_displayCompileAlert = true;
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glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
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#if CG_VERSION_NUM == 2100
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if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
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{
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s_nMaxVertexInstructions = 4096;
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}
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#endif
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}
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void VertexShaderCache::Shutdown()
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{
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for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++)
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iter->second.Destroy();
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vshaders.clear();
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}
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VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
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{
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DVSTARTPROFILE();
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VERTEXSHADERUID uid;
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GetVertexShaderId(&uid, components);
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if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
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{
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return pShaderLast;
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}
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memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
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VSCache::iterator iter = vshaders.find(uid);
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if (iter != vshaders.end()) {
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iter->second.frameCount = frameCount;
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VSCacheEntry &entry = iter->second;
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if (&entry.shader != pShaderLast) {
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pShaderLast = &entry.shader;
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}
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return pShaderLast;
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}
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//Make an entry in the table
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VSCacheEntry& entry = vshaders[uid];
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entry.frameCount = frameCount;
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pShaderLast = &entry.shader;
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const char *code = GenerateVertexShaderCode(components, API_OPENGL);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
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SaveData(szTemp, code);
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}
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#endif
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if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
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ERROR_LOG(VIDEO, "failed to create vertex shader");
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return NULL;
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}
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, vshaders.size());
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return pShaderLast;
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}
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bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
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{
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// Reset GL error before compiling shaders. Yeah, we need to investigate the causes of these.
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GLenum err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR)
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{
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ERROR_LOG(VIDEO, "glError %08x before VS!", err);
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}
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char stropt[64];
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sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
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const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
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CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
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if (!cgIsProgram(tempprog)) {
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if (s_displayCompileAlert) {
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PanicAlert("Failed to create vertex shader");
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s_displayCompileAlert = false;
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}
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cgDestroyProgram(tempprog);
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ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
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ERROR_LOG(VIDEO, pstrprogram);
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return false;
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}
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if (cgGetError() != CG_NO_ERROR)
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{
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WARN_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
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WARN_LOG(VIDEO, pstrprogram);
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}
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// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
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// It SHOULD not have any nasty side effects though - but you never know...
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char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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char *plocal = strstr(pcompiledprog, "program.local");
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while (plocal != NULL) {
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const char* penv = " program.env";
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memcpy(plocal, penv, 13);
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plocal = strstr(plocal + 13, "program.local");
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}
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glGenProgramsARB(1, &vs.glprogid);
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SetCurrentShader(vs.glprogid);
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glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
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err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR) {
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ERROR_LOG(VIDEO, pstrprogram);
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ERROR_LOG(VIDEO, pcompiledprog);
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}
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cgDestroyProgram(tempprog);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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vs.strprog = pstrprogram;
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#endif
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return true;
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}
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void VertexShaderCache::DisableShader()
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{
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CurrentShader = 0;
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if (ShaderEnabled)
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{
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glDisable(GL_VERTEX_PROGRAM_ARB);
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ShaderEnabled = false;
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}
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}
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void VertexShaderCache::SetCurrentShader(GLuint Shader)
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{
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if (!ShaderEnabled)
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{
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glEnable(GL_VERTEX_PROGRAM_ARB);
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ShaderEnabled= true;
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CurrentShader = 0;
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}
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if (CurrentShader != Shader)
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{
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CurrentShader = Shader;
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
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}
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} |