407 lines
14 KiB
C++
407 lines
14 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 <map>
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#include <set>
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#include "Common.h"
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#include "Hash.h"
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#include "FileUtil.h"
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#include "LinearDiskCache.h"
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#include "Globals.h"
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "Statistics.h"
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#include "VideoConfig.h"
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#include "PixelShaderGen.h"
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#include "PixelShaderManager.h"
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#include "PixelShaderCache.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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#include "ImageWrite.h"
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#include "Debugger/Debugger.h"
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
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static LinearDiskCache g_ps_disk_cache;
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static std::set<u32> unique_shaders;
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static float lastPSconstants[C_COLORMATRIX+16][4];
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#define MAX_SSAA_SHADERS 3
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static LPDIRECT3DPIXELSHADER9 s_ColorMatrixProgram[MAX_SSAA_SHADERS];
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static LPDIRECT3DPIXELSHADER9 s_ColorCopyProgram[MAX_SSAA_SHADERS];
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static LPDIRECT3DPIXELSHADER9 s_DepthMatrixProgram[MAX_SSAA_SHADERS];
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static LPDIRECT3DPIXELSHADER9 s_ClearProgram = 0;
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram(int SSAAMode)
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{
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return s_ColorMatrixProgram[SSAAMode % MAX_SSAA_SHADERS];
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}
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram(int SSAAMode)
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{
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return s_DepthMatrixProgram[SSAAMode % MAX_SSAA_SHADERS];
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}
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram(int SSAAMode)
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{
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return s_ColorCopyProgram[SSAAMode % MAX_SSAA_SHADERS];
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}
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram()
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{
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return s_ClearProgram;
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}
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void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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if (lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 ||
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lastPSconstants[const_number][2] != f3 || lastPSconstants[const_number][3] != f4)
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{
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lastPSconstants[const_number][0] = f1;
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lastPSconstants[const_number][1] = f2;
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lastPSconstants[const_number][2] = f3;
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lastPSconstants[const_number][3] = f4;
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D3D::dev->SetPixelShaderConstantF(const_number, lastPSconstants[const_number], 1);
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}
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}
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void SetPSConstant4fv(unsigned int const_number, const float *f)
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{
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if (memcmp(&lastPSconstants[const_number], f, sizeof(float) * 4)) {
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memcpy(&lastPSconstants[const_number], f, sizeof(float) * 4);
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D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
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}
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}
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void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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if (memcmp(&lastPSconstants[const_number], f, count * sizeof(float) * 4)) {
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memcpy(&lastPSconstants[const_number], f, count * sizeof(float) * 4);
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D3D::dev->SetPixelShaderConstantF(const_number, f, count);
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}
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}
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class PixelShaderCacheInserter : public LinearDiskCacheReader {
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public:
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void Read(const u8 *key, int key_size, const u8 *value, int value_size)
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{
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PIXELSHADERUID uid;
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if (key_size != sizeof(uid)) {
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ERROR_LOG(VIDEO, "Wrong key size in pixel shader cache");
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return;
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}
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memcpy(&uid, key, key_size);
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PixelShaderCache::InsertByteCode(uid, value, value_size, false);
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}
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};
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void PixelShaderCache::Init()
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{
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//program used for clear screen
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char pprog[3072];
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sprintf(pprog, "void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float4 incol0 : COLOR0){\n"
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"ocol0 = incol0;\n"
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"}\n");
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s_ClearProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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//Used for Copy/resolve the color buffer
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//1 Sample
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sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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"in float2 uv0 : TEXCOORD0){\n"
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"ocol0 = tex2D(samp0,uv0);\n"
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"}\n");
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s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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//1 Samples SSAA
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sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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"in float4 uv0 : TEXCOORD0,\n"
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"in float4 uv1 : TEXCOORD1){\n"
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"ocol0 = tex2D(samp0,uv0.xy);\n"
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"}\n");
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s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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//4 Samples SSAA
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sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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"in float4 uv0 : TEXCOORD0,\n"
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"in float4 uv1 : TEXCOORD1,\n"
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"in float4 uv2 : TEXCOORD2,\n"
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"in float4 uv3 : TEXCOORD3){\n"
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"ocol0 = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz))*0.25;\n"
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"}\n");
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s_ColorCopyProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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//Color conversion Programs
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//1 sample
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sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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"uniform float4 cColMatrix[5] : register(c%d);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float2 uv0 : TEXCOORD0){\n"
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"float4 texcol = tex2D(samp0,uv0);\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n",C_COLORMATRIX);
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s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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//1 samples SSAA
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sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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"uniform float4 cColMatrix[5] : register(c%d);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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"in float4 uv0 : TEXCOORD0,\n"
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"in float4 uv1 : TEXCOORD1){\n"
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"float4 texcol = tex2D(samp0,uv0.xy);\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n",C_COLORMATRIX);
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s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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//4 samples SSAA
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sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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"uniform float4 cColMatrix[5] : register(c%d);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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"in float4 uv0 : TEXCOORD0,\n"
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"in float4 uv1 : TEXCOORD1,\n"
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"in float4 uv2 : TEXCOORD2,\n"
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"in float4 uv3 : TEXCOORD3){\n"
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"float4 texcol = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz))*0.25f;\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n",C_COLORMATRIX);
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s_ColorMatrixProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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//Depth copy programs
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//1 sample
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sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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"uniform float4 cColMatrix[5] : register(c%d);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float2 uv0 : TEXCOORD0){\n"
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"float4 texcol = tex2D(samp0,uv0);\n"
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n"
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"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n",C_COLORMATRIX);
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s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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//1 sample SSAA
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sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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"uniform float4 cColMatrix[5] : register(c%d);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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"in float4 uv0 : TEXCOORD0,\n"
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"in float4 uv1 : TEXCOORD1){\n"
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"float4 texcol = tex2D(samp0,uv0.xy);\n"
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n"
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"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n",C_COLORMATRIX);
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s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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//4 sample SSAA
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sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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"uniform float4 cColMatrix[5] : register(c%d);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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"in float4 uv0 : TEXCOORD0,\n"
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"in float4 uv1 : TEXCOORD1,\n"
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"in float4 uv2 : TEXCOORD2,\n"
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"in float4 uv3 : TEXCOORD3){\n"
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"float4 texcol = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz))*0.25f;\n"
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n"
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"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n",C_COLORMATRIX);
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s_DepthMatrixProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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Clear();
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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SETSTAT(stats.numPixelShadersCreated, 0);
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SETSTAT(stats.numPixelShadersAlive, 0);
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sdx9-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
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PixelShaderCacheInserter inserter;
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int read_items = g_ps_disk_cache.OpenAndRead(cache_filename, &inserter);
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}
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// ONLY to be used during shutdown.
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void PixelShaderCache::Clear()
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{
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PSCache::iterator iter = PixelShaders.begin();
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for (; iter != PixelShaders.end(); ++iter)
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iter->second.Destroy();
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PixelShaders.clear();
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for (int i = 0; i < (C_COLORMATRIX + 16) * 4; i++)
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lastPSconstants[i / 4][i % 4] = -100000000.0f;
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memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
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}
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void PixelShaderCache::Shutdown()
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{
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for(int i = 0;i < MAX_SSAA_SHADERS; i++)
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{
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if (s_ColorMatrixProgram[i]) s_ColorMatrixProgram[i]->Release();
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s_ColorMatrixProgram[i] = NULL;
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if (s_ColorCopyProgram[i]) s_ColorCopyProgram[i]->Release();
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s_ColorCopyProgram[i] = NULL;
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if (s_DepthMatrixProgram[i]) s_DepthMatrixProgram[i]->Release();
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s_DepthMatrixProgram[i] = NULL;
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}
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if (s_ClearProgram) s_ClearProgram->Release();
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s_ClearProgram = NULL;
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Clear();
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g_ps_disk_cache.Sync();
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g_ps_disk_cache.Close();
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unique_shaders.clear();
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}
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bool PixelShaderCache::SetShader(bool dstAlpha)
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{
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, PixelShaderManager::GetTextureMask(), dstAlpha);
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// Is the shader already set?
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if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
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{
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PSCache::const_iterator iter = PixelShaders.find(uid);
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if (iter != PixelShaders.end() && iter->second.shader)
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return true; // Sure, we're done.
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else
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return false; // ?? something is wrong.
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}
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memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
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// Is the shader already in the cache?
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PSCache::iterator iter;
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iter = PixelShaders.find(uid);
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if (iter != PixelShaders.end())
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{
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iter->second.frameCount = frameCount;
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const PSCacheEntry &entry = iter->second;
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last_entry = &entry;
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DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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if (entry.shader)
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{
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D3D::SetPixelShader(entry.shader);
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return true;
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}
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else
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return false;
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}
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// OK, need to generate and compile it.
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const char *code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(), dstAlpha, API_D3D9);
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u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
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unique_shaders.insert(code_hash);
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SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
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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, "%sps_%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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u8 *bytecode = 0;
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int bytecodelen = 0;
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if (!D3D::CompilePixelShader(code, (int)strlen(code), &bytecode, &bytecodelen)) {
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if (g_ActiveConfig.bShowShaderErrors)
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{
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PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%sBADps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
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SaveData(szTemp, code);
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}
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return false;
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}
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// Here we have the UID and the byte code. Insert it into the disk cache.
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g_ps_disk_cache.Append((u8 *)&uid, sizeof(uid), bytecode, bytecodelen);
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g_ps_disk_cache.Sync();
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// And insert it into the shader cache.
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bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
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delete [] bytecode;
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return result;
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}
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bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
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LPDIRECT3DPIXELSHADER9 shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
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// Make an entry in the table
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PSCacheEntry newentry;
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newentry.shader = shader;
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newentry.frameCount = frameCount;
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PixelShaders[uid] = newentry;
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last_entry = &PixelShaders[uid];
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if (!shader) {
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// INCSTAT(stats.numPixelShadersFailed);
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return false;
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}
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
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if (activate)
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{
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D3D::SetPixelShader(shader);
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}
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return true;
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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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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