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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) // config check added because the code in here was crashing for me inside SetPSConstant4f
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// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _SHADERGENCOMMON_H
#define_SHADERGENCOMMON_H
#include<stdio.h>
#include<stdarg.h>
#include<string>
#include<vector>
#include<algorithm>
#include"CommonTypes.h"
#include"VideoCommon.h"
/**
* Common interface for classes that need to go through the shader generation path (GenerateVertexShader, GeneratePixelShader)
* In particular, this includes the shader code generator (ShaderCode).
* A different class (ShaderUid) can be used to uniquely identify each ShaderCode object.
* More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader constants are being used. This can be used to optimize buffer management.
* Each of the ShaderCode, ShaderUid and ShaderConstantProfile child classes only implement the subset of ShaderGeneratorInterface methods that are required for the specific tasks.
*/
classShaderGeneratorInterface
{
public:
/*
* Used when the shader generator would write a piece of ShaderCode.
* Can be used like printf.
* @note In the ShaderCode implementation, this does indeed write the parameter string to an internal buffer. However, you're free to do whatever you like with the parameter.
*/
voidWrite(constchar* fmt, ...) {}
/*
* Returns a read pointer to the internal buffer.
* @note When implementing this method in a child class, you likely want to return the argument of the last SetBuffer call here
* @note SetBuffer() should be called before using GetBuffer().
*/
constchar* GetBuffer() { returnNULL; }
/*
* Can be used to give the object a place to write to. This should be called before using Write().
* @param buffer pointer to a char buffer that the object can write to
*/
voidSetBuffer(char* buffer) { }
/*
* Tells us that a specific constant range (including last_index) is being used by the shader
* Returns a pointer to an internally stored object of the uid_data type.
* @warning since most child classes use the default implementation you shouldn't access this directly without adding precautions against NULL access (e.g. via adding a dummy structure, cf. the vertex/pixel shader generators)
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