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https://github.com/hrydgard/ppsspp.git
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Also move colorutil.cpp/h linking build fix experiment Delete a bunch of unused CMakeLists.txt files CMakeLists.txt linking fix Don't include NativeApp.h from any headers. Android.mk buildfix Half of the UWP fix Buildfix Minor project file cleanup Buildfixes Guess what? More buildfixes!
290 lines
8.6 KiB
C++
290 lines
8.6 KiB
C++
// Copyright (c) 2015- PPSSPP 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 or later versions.
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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 git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "ppsspp_config.h"
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <map>
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#include "math/lin/matrix4x4.h"
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#include "math/math_util.h"
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#include "math/dataconv.h"
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#include "thin3d/thin3d.h"
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#include "Common/Data/Encoding/Utf8.h"
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#include "Common/Log.h"
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#include "Common/Common.h"
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#include "Core/Config.h"
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#include "Core/Reporting.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/D3D11/ShaderManagerD3D11.h"
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#include "GPU/D3D11/FragmentShaderGeneratorD3D11.h"
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#include "GPU/D3D11/VertexShaderGeneratorD3D11.h"
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#include "GPU/D3D11/D3D11Util.h"
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D3D11FragmentShader::D3D11FragmentShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, FShaderID id, const char *code, bool useHWTransform)
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: device_(device), id_(id), failed_(false), useHWTransform_(useHWTransform), module_(0) {
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source_ = code;
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module_ = CreatePixelShaderD3D11(device, code, strlen(code), featureLevel);
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if (!module_)
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failed_ = true;
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}
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D3D11FragmentShader::~D3D11FragmentShader() {
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if (module_)
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module_->Release();
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}
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std::string D3D11FragmentShader::GetShaderString(DebugShaderStringType type) const {
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switch (type) {
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case SHADER_STRING_SOURCE_CODE:
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return source_;
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case SHADER_STRING_SHORT_DESC:
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return FragmentShaderDesc(id_);
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default:
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return "N/A";
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}
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}
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D3D11VertexShader::D3D11VertexShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, VShaderID id, const char *code, int vertType, bool useHWTransform)
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: device_(device), id_(id), failed_(false), useHWTransform_(useHWTransform), module_(nullptr) {
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source_ = code;
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module_ = CreateVertexShaderD3D11(device, code, strlen(code), &bytecode_, featureLevel);
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if (!module_)
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failed_ = true;
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}
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D3D11VertexShader::~D3D11VertexShader() {
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if (module_)
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module_->Release();
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}
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std::string D3D11VertexShader::GetShaderString(DebugShaderStringType type) const {
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switch (type) {
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case SHADER_STRING_SOURCE_CODE:
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return source_;
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case SHADER_STRING_SHORT_DESC:
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return VertexShaderDesc(id_);
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default:
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return "N/A";
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}
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}
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ShaderManagerD3D11::ShaderManagerD3D11(Draw::DrawContext *draw, ID3D11Device *device, ID3D11DeviceContext *context, D3D_FEATURE_LEVEL featureLevel)
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: ShaderManagerCommon(draw), device_(device), context_(context), featureLevel_(featureLevel), lastVShader_(nullptr), lastFShader_(nullptr) {
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codeBuffer_ = new char[16384];
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memset(&ub_base, 0, sizeof(ub_base));
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memset(&ub_lights, 0, sizeof(ub_lights));
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memset(&ub_bones, 0, sizeof(ub_bones));
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static_assert(sizeof(ub_base) <= 512, "ub_base grew too big");
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static_assert(sizeof(ub_lights) <= 512, "ub_lights grew too big");
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static_assert(sizeof(ub_bones) <= 384, "ub_bones grew too big");
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D3D11_BUFFER_DESC desc{sizeof(ub_base), D3D11_USAGE_DYNAMIC, D3D11_BIND_CONSTANT_BUFFER, D3D11_CPU_ACCESS_WRITE };
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ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &push_base));
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desc.ByteWidth = sizeof(ub_lights);
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ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &push_lights));
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desc.ByteWidth = sizeof(ub_bones);
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ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &push_bones));
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}
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ShaderManagerD3D11::~ShaderManagerD3D11() {
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push_base->Release();
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push_lights->Release();
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push_bones->Release();
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ClearShaders();
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delete[] codeBuffer_;
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}
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void ShaderManagerD3D11::Clear() {
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for (auto iter = fsCache_.begin(); iter != fsCache_.end(); ++iter) {
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delete iter->second;
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}
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for (auto iter = vsCache_.begin(); iter != vsCache_.end(); ++iter) {
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delete iter->second;
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}
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fsCache_.clear();
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vsCache_.clear();
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lastFSID_.set_invalid();
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lastVSID_.set_invalid();
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gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
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}
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void ShaderManagerD3D11::ClearShaders() {
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Clear();
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DirtyLastShader();
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gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
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}
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void ShaderManagerD3D11::DirtyLastShader() {
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lastFSID_.set_invalid();
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lastVSID_.set_invalid();
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lastVShader_ = nullptr;
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lastFShader_ = nullptr;
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gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
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}
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uint64_t ShaderManagerD3D11::UpdateUniforms(bool useBufferedRendering) {
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uint64_t dirty = gstate_c.GetDirtyUniforms();
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if (dirty != 0) {
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D3D11_MAPPED_SUBRESOURCE map;
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if (dirty & DIRTY_BASE_UNIFORMS) {
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BaseUpdateUniforms(&ub_base, dirty, true, useBufferedRendering);
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context_->Map(push_base, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, &ub_base, sizeof(ub_base));
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context_->Unmap(push_base, 0);
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}
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if (dirty & DIRTY_LIGHT_UNIFORMS) {
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LightUpdateUniforms(&ub_lights, dirty);
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context_->Map(push_lights, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, &ub_lights, sizeof(ub_lights));
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context_->Unmap(push_lights, 0);
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}
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if (dirty & DIRTY_BONE_UNIFORMS) {
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BoneUpdateUniforms(&ub_bones, dirty);
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context_->Map(push_bones, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, &ub_bones, sizeof(ub_bones));
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context_->Unmap(push_bones, 0);
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}
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}
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gstate_c.CleanUniforms();
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return dirty;
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}
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void ShaderManagerD3D11::BindUniforms() {
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ID3D11Buffer *vs_cbs[3] = { push_base, push_lights, push_bones };
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ID3D11Buffer *ps_cbs[1] = { push_base };
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context_->VSSetConstantBuffers(0, 3, vs_cbs);
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context_->PSSetConstantBuffers(0, 1, ps_cbs);
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}
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void ShaderManagerD3D11::GetShaders(int prim, u32 vertType, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, bool useHWTransform, bool useHWTessellation) {
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VShaderID VSID;
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FShaderID FSID;
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if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
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gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
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ComputeVertexShaderID(&VSID, vertType, useHWTransform, useHWTessellation);
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} else {
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VSID = lastVSID_;
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}
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if (gstate_c.IsDirty(DIRTY_FRAGMENTSHADER_STATE)) {
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gstate_c.Clean(DIRTY_FRAGMENTSHADER_STATE);
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ComputeFragmentShaderID(&FSID, draw_->GetBugs());
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} else {
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FSID = lastFSID_;
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}
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// Just update uniforms if this is the same shader as last time.
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if (lastVShader_ != nullptr && lastFShader_ != nullptr && VSID == lastVSID_ && FSID == lastFSID_) {
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*vshader = lastVShader_;
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*fshader = lastFShader_;
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// Already all set, no need to look up in shader maps.
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return;
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}
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VSCache::iterator vsIter = vsCache_.find(VSID);
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D3D11VertexShader *vs;
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if (vsIter == vsCache_.end()) {
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// Vertex shader not in cache. Let's compile it.
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GenerateVertexShaderD3D11(VSID, codeBuffer_, featureLevel_ <= D3D_FEATURE_LEVEL_9_3 ? HLSL_D3D11_LEVEL9 : HLSL_D3D11);
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vs = new D3D11VertexShader(device_, featureLevel_, VSID, codeBuffer_, vertType, useHWTransform);
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vsCache_[VSID] = vs;
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} else {
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vs = vsIter->second;
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}
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lastVSID_ = VSID;
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FSCache::iterator fsIter = fsCache_.find(FSID);
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D3D11FragmentShader *fs;
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if (fsIter == fsCache_.end()) {
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// Fragment shader not in cache. Let's compile it.
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GenerateFragmentShaderD3D11(FSID, codeBuffer_, featureLevel_ <= D3D_FEATURE_LEVEL_9_3 ? HLSL_D3D11_LEVEL9 : HLSL_D3D11);
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fs = new D3D11FragmentShader(device_, featureLevel_, FSID, codeBuffer_, useHWTransform);
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fsCache_[FSID] = fs;
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} else {
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fs = fsIter->second;
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}
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lastFSID_ = FSID;
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lastVShader_ = vs;
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lastFShader_ = fs;
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*vshader = vs;
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*fshader = fs;
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}
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std::vector<std::string> ShaderManagerD3D11::DebugGetShaderIDs(DebugShaderType type) {
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std::string id;
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std::vector<std::string> ids;
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switch (type) {
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case SHADER_TYPE_VERTEX:
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{
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for (auto iter : vsCache_) {
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iter.first.ToString(&id);
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ids.push_back(id);
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}
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break;
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}
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case SHADER_TYPE_FRAGMENT:
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{
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for (auto iter : fsCache_) {
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iter.first.ToString(&id);
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ids.push_back(id);
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}
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break;
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}
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default:
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break;
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}
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return ids;
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}
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std::string ShaderManagerD3D11::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
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ShaderID shaderId;
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shaderId.FromString(id);
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switch (type) {
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case SHADER_TYPE_VERTEX:
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{
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auto iter = vsCache_.find(VShaderID(shaderId));
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if (iter == vsCache_.end()) {
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return "";
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}
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return iter->second->GetShaderString(stringType);
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}
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case SHADER_TYPE_FRAGMENT:
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{
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auto iter = fsCache_.find(FShaderID(shaderId));
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if (iter == fsCache_.end()) {
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return "";
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}
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return iter->second->GetShaderString(stringType);
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}
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default:
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return "N/A";
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}
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}
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