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Engine directory for ticket #1
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Engine/source/gfx/genericConstBuffer.h
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Engine/source/gfx/genericConstBuffer.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GENERICCONSTBUFFER_H_
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#define _GENERICCONSTBUFFER_H_
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#ifndef _TORQUE_STRING_H_
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#include "core/util/str.h"
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#endif
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#ifndef _TDICTIONARY_H_
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#include "core/util/tDictionary.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _ALIGNEDARRAY_H_
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#include "core/util/tAlignedArray.h"
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#endif
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#ifndef _COLOR_H_
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#include "core/color.h"
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#endif
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#ifndef _MMATRIX_H_
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#include "math/mMatrix.h"
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#endif
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#ifndef _MPOINT2_H_
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#include "math/mPoint2.h"
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#endif
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#ifndef _GFXENUMS_H_
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#include "gfx/gfxEnums.h"
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#endif
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class Stream;
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/// This class defines the memory layout for a GenericConstBuffer.
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class GenericConstBufferLayout
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{
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public:
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/// Describes the parameters we contain
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struct ParamDesc
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{
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ParamDesc()
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: name(),
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offset( 0 ),
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size( 0 ),
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constType( GFXSCT_Float ),
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arraySize( 0 ),
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alignValue( 0 ),
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index( 0 )
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{
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}
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void clear()
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{
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name = String::EmptyString;
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offset = 0;
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size = 0;
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constType = GFXSCT_Float;
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arraySize = 0;
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alignValue = 0;
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index = 0;
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}
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/// Parameter name
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String name;
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/// Offset into the memory block
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U32 offset;
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/// Size of the block
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U32 size;
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/// Type of data
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GFXShaderConstType constType;
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// For arrays, how many elements
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U32 arraySize;
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// Array element alignment value
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U32 alignValue;
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/// 0 based index of this param, in order of addParameter calls.
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U32 index;
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};
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GenericConstBufferLayout();
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virtual ~GenericConstBufferLayout() {}
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/// Add a parameter to the buffer
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void addParameter(const String& name, const GFXShaderConstType constType, const U32 offset, const U32 size, const U32 arraySize, const U32 alignValue);
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/// Get the size of the buffer
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inline U32 getBufferSize() const { return mBufferSize; }
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/// Get the number of parameters
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inline U32 getParameterCount() const { return mParams.size(); }
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/// Returns the ParamDesc of a parameter
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bool getDesc(const String& name, ParamDesc& param) const;
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/// Returns the ParamDesc of a parameter
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bool getDesc(const U32 index, ParamDesc& param) const;
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/// Set a parameter, given a base pointer
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virtual bool set(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer);
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/// Save this layout to a stream
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bool write(Stream* s);
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/// Load this layout from a stream
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bool read(Stream* s);
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/// Restore to initial state.
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void clear();
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protected:
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/// Set a matrix, given a base pointer.
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virtual bool setMatrix(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer);
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/// Vector of parameter descriptions.
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typedef Vector<ParamDesc> Params;
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/// Vector of parameter descriptions.
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Params mParams;
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U32 mBufferSize;
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U32 mCurrentIndex;
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// This if for debugging shader reloading and can be removed later.
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U32 mTimesCleared;
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};
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/// This class manages shader constant data in a system memory buffer. It is
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/// used by device specific classes for batching together many constant changes
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/// which are then copied to the device thru a single API call.
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///
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/// @see GenericConstBufferLayout
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///
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class GenericConstBuffer
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{
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public:
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GenericConstBuffer(GenericConstBufferLayout* layout);
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~GenericConstBuffer();
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/// @name Set shader constant values
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/// @{
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/// Actually set shader constant values
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/// @param name Name of the constant, this should be a name contained in the array returned in getShaderConstDesc,
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/// if an invalid name is used, its ignored, but it's not an error.
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const F32 f) { internalSet(pd, GFXSCT_Float, sizeof(F32), &f); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const Point2F& fv) { internalSet(pd, GFXSCT_Float2, sizeof(Point2F), &fv); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const Point3F& fv) { internalSet(pd, GFXSCT_Float3, sizeof(Point3F), &fv); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const Point4F& fv) { internalSet(pd, GFXSCT_Float4, sizeof(Point4F), &fv); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const PlaneF& fv) { internalSet(pd, GFXSCT_Float4, sizeof(PlaneF), &fv); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const ColorF& fv) { internalSet(pd, GFXSCT_Float4, sizeof(Point4F), &fv); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const S32 f) { internalSet(pd, GFXSCT_Int, sizeof(S32), &f); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const Point2I& fv) { internalSet(pd, GFXSCT_Int2, sizeof(Point2I), &fv); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const Point3I& fv) { internalSet(pd, GFXSCT_Int3, sizeof(Point3I), &fv); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const Point4I& fv) { internalSet(pd, GFXSCT_Int4, sizeof(Point4I), &fv); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<F32>& fv) { internalSet(pd, GFXSCT_Float, fv.getElementSize() * fv.size(), fv.getBuffer()); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<Point2F>& fv) { internalSet(pd, GFXSCT_Float2, fv.getElementSize() * fv.size(), fv.getBuffer()); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<Point3F>& fv) { internalSet(pd, GFXSCT_Float3, fv.getElementSize() * fv.size(), fv.getBuffer()); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<Point4F>& fv) { internalSet(pd, GFXSCT_Float4, fv.getElementSize() * fv.size(), fv.getBuffer()); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<S32>& fv) { internalSet(pd, GFXSCT_Int, fv.getElementSize() * fv.size(), fv.getBuffer()); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<Point2I>& fv) { internalSet(pd, GFXSCT_Int2, fv.getElementSize() * fv.size(), fv.getBuffer()); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<Point3I>& fv) { internalSet(pd, GFXSCT_Int3, fv.getElementSize() * fv.size(), fv.getBuffer()); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<Point4I>& fv) { internalSet(pd, GFXSCT_Int4, fv.getElementSize() * fv.size(), fv.getBuffer()); }
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inline void set( const GenericConstBufferLayout::ParamDesc& pd, const MatrixF& mat, const GFXShaderConstType matrixType )
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{
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AssertFatal( matrixType == GFXSCT_Float2x2 ||
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matrixType == GFXSCT_Float3x3 ||
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matrixType == GFXSCT_Float4x4,
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"GenericConstBuffer::set() - Invalid matrix type!" );
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internalSet( pd, matrixType, sizeof(MatrixF), &mat );
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}
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inline void set( const GenericConstBufferLayout::ParamDesc& pd, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType )
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{
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AssertFatal( matrixType == GFXSCT_Float2x2 ||
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matrixType == GFXSCT_Float3x3 ||
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matrixType == GFXSCT_Float4x4,
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"GenericConstBuffer::set() - Invalid matrix type!" );
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internalSet( pd, matrixType, sizeof(MatrixF)*arraySize, mat );
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}
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/// Gets the dirty buffer range and clears the dirty
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/// state at the same time.
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inline const U8* getDirtyBuffer( U32 *start, U32 *size );
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/// Sets the entire buffer as dirty or clears the dirty state.
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inline void setDirty( bool dirty );
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/// Returns true if the buffer has been modified since the
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/// last call to getDirtyBuffer or setDirty. The buffer is
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/// not dirty on initial creation.
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///
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/// @see getDirtyBuffer
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/// @see setDirty
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inline bool isDirty() const { return mDirtyEnd != 0; }
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/// Returns true if have the same layout and hold the same
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/// data as the input buffer.
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inline bool isEqual( const GenericConstBuffer *buffer ) const;
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/// Returns our layout object.
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inline GenericConstBufferLayout* getLayout() const { return mLayout; }
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#ifdef TORQUE_DEBUG
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/// Helper function used to assert on unset constants.
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void assertUnassignedConstants( const char *shaderName );
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#endif
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protected:
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/// Returns a pointer to the raw buffer
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inline const U8* getBuffer() const { return mBuffer; }
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/// Called by the inlined set functions above to do the
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/// real dirty work of copying the data to the right location
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/// within the buffer.
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inline void internalSet( const GenericConstBufferLayout::ParamDesc &pd,
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const GFXShaderConstType constType,
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const U32 size,
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const void *data );
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/// The buffer layout.
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GenericConstBufferLayout *mLayout;
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/// The pointer to the contant store or
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/// NULL if the layout is empty.
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U8 *mBuffer;
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/// The byte offset to the start of the dirty
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/// range within the buffer or U32_MAX if the
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/// buffer is not dirty.
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U32 mDirtyStart;
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/// The btye offset to the end of the dirty
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/// range within the buffer or 0 if the buffer
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/// is not dirty.
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U32 mDirtyEnd;
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#ifdef TORQUE_DEBUG
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/// A vector used to keep track if a constant
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/// has beed assigned a value or not.
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///
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/// @see assertUnassignedConstants
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Vector<bool> mWasAssigned;
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#endif
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};
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// NOTE: These inlines below are here to get the very best possible
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// performance when setting the device shader constants and can be
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// called 4000-8000 times per frame or more.
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//
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// You need a very good reason to consider changing them.
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inline void GenericConstBuffer::internalSet( const GenericConstBufferLayout::ParamDesc &pd,
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const GFXShaderConstType constType,
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const U32 size,
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const void *data )
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{
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// NOTE: We should have never gotten here if the buffer
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// was null as no valid shader constant could have been
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// assigned.
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//
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// If this happens its a bug in another part of the code.
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//
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AssertFatal( mBuffer, "GenericConstBuffer::internalSet - The buffer is NULL!" );
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if ( mLayout->set( pd, constType, size, data, mBuffer ) )
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{
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#ifdef TORQUE_DEBUG
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// Update the debug assignment tracking.
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mWasAssigned[ pd.index ] = true;
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#endif
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// Keep track of the dirty range so it can be queried
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// later in GenericConstBuffer::getDirtyBuffer.
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mDirtyStart = getMin( pd.offset, mDirtyStart );
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mDirtyEnd = getMax( pd.offset + pd.size, mDirtyEnd );
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}
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}
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inline void GenericConstBuffer::setDirty( bool dirty )
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{
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if ( !mBuffer )
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return;
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if ( dirty )
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{
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mDirtyStart = 0;
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mDirtyEnd = mLayout->getBufferSize();
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}
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else if ( !dirty )
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{
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mDirtyStart = U32_MAX;
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mDirtyEnd = 0;
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}
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}
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inline const U8* GenericConstBuffer::getDirtyBuffer( U32 *start, U32 *size )
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{
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AssertFatal( isDirty(), "GenericConstBuffer::getDirtyBuffer() - Buffer is not dirty!" );
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AssertFatal( mDirtyEnd > mDirtyStart, "GenericConstBuffer::getDirtyBuffer() - Dirty range is invalid!" );
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AssertFatal( mBuffer, "GenericConstBuffer::getDirtyBuffer() - Buffer is empty!" );
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// Use the area we calculated during internalSet.
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*size = mDirtyEnd - mDirtyStart;
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*start = mDirtyStart;
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const U8 *buffer = mBuffer + mDirtyStart;
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// Clear the dirty state while we're here.
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mDirtyStart = U32_MAX;
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mDirtyEnd = 0;
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return buffer;
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}
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inline bool GenericConstBuffer::isEqual( const GenericConstBuffer *buffer ) const
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{
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U32 bsize = mLayout->getBufferSize();
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if ( bsize != buffer->mLayout->getBufferSize() )
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return false;
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return dMemcmp( mBuffer, buffer->getBuffer(), bsize ) == 0;
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}
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#endif // _GENERICCONSTBUFFER_H_
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