mirror of
https://github.com/hrydgard/ppsspp.git
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253 lines
7.4 KiB
C++
253 lines
7.4 KiB
C++
#pragma once
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#include <string>
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#include <cstring>
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#include <cstdint>
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#include "Common/CommonFuncs.h"
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#include "GPU/GPUState.h"
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enum class ClipInfoFlags;
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// Shared ID checks for when the vertex and fragment shaders (and host code) need to coordinate.
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// NOTE: Both of these assume non-through-mode. Don't check these if in through mode.
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inline bool needFragmentMinMaxClipping() {
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return gstate.getDepthRangeMin() != 0 && gstate.getDepthRangeMax() != 0xFFFF;
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}
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inline bool needFragmentDepthClamp() {
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// If gstate.isDepthClipEnabled is false, clamping does not happen, instead fragments are culled as normal.
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return (gstate.getDepthRangeMin() == 0 || gstate.getDepthRangeMax() == 0xFFFF) && gstate.isDepthClipEnabled();
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}
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// VS_BIT_LIGHT_UBERSHADER indicates that some groups of these will be
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// sent to the shader and processed there. This cuts down the number of shaders ("ubershader approach").
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enum VShaderBit : uint8_t {
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VS_BIT_IS_THROUGH = 0,
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VS_BIT_USE_HW_TRANSFORM = 1,
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VS_BIT_HAS_NORMAL = 2, // conditioned on hw transform
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VS_BIT_HAS_TEXCOORD = 3,
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VS_BIT_HAS_COLOR = 4,
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VS_BIT_LMODE = 5,
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VS_BIT_NORM_REVERSE = 6,
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VS_BIT_FLATSHADE = 7,
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VS_BIT_MATERIAL_UPDATE = 8, // 3 bits
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// Free bit: 11
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VS_BIT_UVGEN_MODE = 12, // 2 bits
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VS_BIT_UVPROJ_MODE = 14, // 2 bits
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VS_BIT_ENABLE_BONES = 16,
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VS_BIT_WEIGHT_FMTSCALE = 17, // only two bits
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VS_BIT_BONES = 19, // 3 should be enough to represent 1-8 bones.
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VS_BIT_FS_MINMAX_DISCARD = 22, // Do min/max and/or depth clamp in the fragment shader. It just means we need to forward Z and W to the fragment shader.
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VS_BIT_FS_DEPTH_CLAMP = 23, // Do depth clamp in the fragment shader.
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VS_BIT_LIGHTING_ENABLE = 24,
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VS_BIT_LS0 = 25, // 2 bits
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VS_BIT_LS1 = 27, // 2 bits
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// If this is set along with LIGHTING_ENABLE, all other lighting bits below
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// are passed to the shader directly instead.
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VS_BIT_LIGHT_UBERSHADER = 29,
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VS_BIT_LIGHT0_COMP = 30, // 2 bits
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VS_BIT_LIGHT0_TYPE = 32, // 2 bits
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VS_BIT_LIGHT1_COMP = 34, // 2 bits
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VS_BIT_LIGHT1_TYPE = 36, // 2 bits
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VS_BIT_LIGHT2_COMP = 38, // 2 bits
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VS_BIT_LIGHT2_TYPE = 40, // 2 bits
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VS_BIT_LIGHT3_COMP = 42, // 2 bits
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VS_BIT_LIGHT3_TYPE = 44, // 2 bits
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VS_BIT_LIGHT0_ENABLE = 46,
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VS_BIT_LIGHT1_ENABLE = 47,
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VS_BIT_LIGHT2_ENABLE = 48,
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VS_BIT_LIGHT3_ENABLE = 49,
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VS_BIT_VERTEX_RANGE_CULLING = 50,
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VS_BIT_SIMPLE_STEREO = 51,
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// bits 52-63 are free.
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};
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static inline VShaderBit operator +(VShaderBit bit, int i) {
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return VShaderBit((int)bit + i);
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}
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// TODO: See what we can free up. We're out of bits!
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enum FShaderBit : uint8_t {
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FS_BIT_CLEARMODE = 0,
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FS_BIT_DO_TEXTURE = 1,
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FS_BIT_3D_TEXTURE = 2,
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FS_BIT_DO_TEXTURE_PROJ = 3,
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FS_BIT_TEXFUNC = 4, // 3 bits
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FS_BIT_LMODE = 7,
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FS_BIT_ENABLE_FOG = 8,
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FS_BIT_FLATSHADE = 9,
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FS_BIT_DEPTH_CLAMP = 10, // These both are connected to VS_BIT_MINMAX_DISCARD_OR_DEPTH_CLAMP in the vertex shader.
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FS_BIT_MINMAX_DISCARD = 11,
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FS_BIT_ALPHA_TEST = 12,
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FS_BIT_ALPHA_TEST_FUNC = 13, // 3 bits
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FS_BIT_ALPHA_AGAINST_ZERO = 16,
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FS_BIT_COLOR_TEST = 17,
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FS_BIT_COLOR_TEST_FUNC = 18, // 2 bits
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FS_BIT_COLOR_AGAINST_ZERO = 20,
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FS_BIT_SHADER_TEX_CLAMP = 21,
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FS_BIT_CLAMP_S = 22,
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FS_BIT_CLAMP_T = 23,
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FS_BIT_STENCIL_TO_ALPHA = 24, // 2 bits
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FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE = 26, // 4 bits (ReplaceAlphaType)
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FS_BIT_SIMULATE_LOGIC_OP_TYPE = 30, // 2 bits
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FS_BIT_REPLACE_BLEND = 32, // 3 bits (ReplaceBlendType)
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FS_BIT_BLENDEQ = 35, // 3 bits
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FS_BIT_BLENDFUNC_A = 38, // 4 bits
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FS_BIT_BLENDFUNC_B = 42, // 4 bits
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FS_BIT_TEST_DISCARD_TO_ZERO = 46,
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FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL = 47,
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FS_BIT_COLOR_WRITEMASK = 48,
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FS_BIT_REPLACE_LOGIC_OP = 49, // 4 bits. GE_LOGIC_COPY means no-op/off.
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FS_BIT_SHADER_DEPAL_MODE = 53, // 2 bits (ShaderDepalMode)
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FS_BIT_SHADER_DEPAL_FORMAT = 55, // 3 bits (GEBufferFormat), connected to FS_BIT_SHADER_DEPAL_MODE
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FS_BIT_STEREO = 58,
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FS_BIT_USE_FRAMEBUFFER_FETCH = 59,
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FS_BIT_DEPTH_TEST_NEVER = 60, // Only used on Mali. Set when depth == NEVER. We forcibly avoid writing to depth in this case, since it crashes the driver.
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FS_BIT_SAMPLE_ARRAY_TEXTURE = 61, // For multiview, framebuffers are array textures and we need to sample the two layers correctly.
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// Free bits: 62-63
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};
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static inline FShaderBit operator +(FShaderBit bit, int i) {
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return FShaderBit((int)bit + i);
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}
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struct ShaderID {
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ShaderID() {
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clear();
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}
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void clear() {
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d = 0;
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}
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void set_invalid() {
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d = 0xFFFFFFFFFFFFFFFF;
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}
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bool is_invalid() const {
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return d == 0xFFFFFFFFFFFFFFFF;
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}
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bool operator < (const ShaderID &other) const {
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return d < other.d;
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}
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bool operator == (const ShaderID &other) const {
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return d == other.d;
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}
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bool operator != (const ShaderID &other) const {
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return !(*this == other);
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}
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// Note: This is a binary copy to string-as-bytes, not a human-readable representation.
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void ToString(std::string *dest) const {
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dest->resize(sizeof(d));
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memcpy(&(*dest)[0], &d, sizeof(d));
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}
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// Note: This is a binary copy from string-as-bytes, not a human-readable representation.
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void FromString(std::string src) {
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memcpy(&d, &(src)[0], sizeof(d));
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}
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uint64_t ToUint64() const {
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return d;
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}
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void FromUint64(uint64_t src) {
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d = src;
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}
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std::string ToDebugString() const;
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uint64_t d;
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protected:
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bool Bit(int bit) const {
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return (d >> bit) & 1;
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}
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// Does not handle crossing 32-bit boundaries. count must be 30 or smaller.
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int Bits(int bit, int count) const {
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const int mask = (1 << count) - 1;
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return (d >> bit) & mask;
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}
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void SetBit(int bit, bool value = true) {
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if (value) {
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d |= 1ULL << bit;
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} else {
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d &= ~(1ULL << bit);
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}
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}
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void SetBits(int bit, int count, int value) {
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const int mask = (1 << count) - 1;
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const uint64_t shifted_mask = uint64_t(mask) << bit;
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d = (d & ~shifted_mask) | (uint64_t(value & mask) << bit);
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}
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};
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struct VShaderID : public ShaderID {
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VShaderID() : ShaderID() {
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}
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explicit VShaderID(const ShaderID &src) {
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d = src.d;
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}
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bool Bit(VShaderBit bit) const {
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return ShaderID::Bit((int)bit);
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}
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int Bits(VShaderBit bit, int count) const {
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return ShaderID::Bits((int)bit, count);
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}
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void SetBit(VShaderBit bit, bool value = true) {
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ShaderID::SetBit((int)bit, value);
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}
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void SetBits(VShaderBit bit, int count, int value) {
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ShaderID::SetBits((int)bit, count, value);
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}
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};
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struct FShaderID : public ShaderID {
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FShaderID() : ShaderID() {
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}
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explicit FShaderID(const ShaderID &src) {
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d = src.d;
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}
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bool Bit(FShaderBit bit) const {
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return ShaderID::Bit((int)bit);
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}
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int Bits(FShaderBit bit, int count) const {
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return ShaderID::Bits((int)bit, count);
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}
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void SetBit(FShaderBit bit, bool value = true) {
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ShaderID::SetBit((int)bit, value);
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}
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void SetBits(FShaderBit bit, int count, int value) {
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ShaderID::SetBits((int)bit, count, value);
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}
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};
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namespace Draw {
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class Bugs;
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}
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void ComputeVertexShaderID(VShaderID *id, u32 vertType, bool useHWTransform, bool weightsAsFloat, bool useSkinInDecode, ClipInfoFlags clipInfoFlags);
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// Generates a compact string that describes the shader. Useful in a list to get an overview
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// of the current flora of shaders.
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std::string VertexShaderDesc(const VShaderID &id);
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struct ComputedPipelineState;
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void ComputeFragmentShaderID(FShaderID *id, const ComputedPipelineState &pipelineState, const Draw::Bugs &bugs, ClipInfoFlags clipInfoFlags);
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std::string FragmentShaderDesc(const FShaderID &id);
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// For sanity checking.
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bool FragmentIdNeedsFramebufferRead(const FShaderID &id);
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// For the shader viewer.
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std::vector<std::string> ToSortedDebugShaderIdVec(std::vector<uint64_t> ids);
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