mirror of
https://gitea.wildfiregames.com/0ad/0ad
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Switch all the constant strings in graphics code to use the new variables. This avoids the cost of instantiating CStrInterns at runtime every frame. This was SVN commit r13906.
271 lines
7.1 KiB
C++
271 lines
7.1 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. 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, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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 for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ShaderDefines.h"
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#include "maths/Vector4D.h"
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#include "ps/ThreadUtil.h"
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#include <sstream>
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size_t hash_value(const CStrIntern& v)
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{
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return v.GetHash();
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}
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size_t hash_value(const CVector4D& v)
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{
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size_t hash = 0;
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boost::hash_combine(hash, v.X);
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boost::hash_combine(hash, v.Y);
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boost::hash_combine(hash, v.Z);
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boost::hash_combine(hash, v.W);
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return hash;
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}
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size_t hash_value(const CShaderParams<CStrIntern>::SItems& items)
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{
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return items.hash;
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}
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size_t hash_value(const CShaderParams<CVector4D>::SItems& items)
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{
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return items.hash;
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}
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bool operator==(const CShaderParams<CStrIntern>::SItems& a, const CShaderParams<CStrIntern>::SItems& b)
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{
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return a.items == b.items;
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}
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bool operator==(const CShaderParams<CVector4D>::SItems& a, const CShaderParams<CVector4D>::SItems& b)
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{
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return a.items == b.items;
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}
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template<typename value_t>
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struct ItemNameCmp
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{
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typedef typename CShaderParams<value_t>::SItems::Item Item;
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typedef Item first_argument_type;
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typedef Item second_argument_type;
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bool operator()(const Item& a, const Item& b) const
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{
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return a.first < b.first;
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}
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};
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template<typename value_t>
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struct ItemNameGeq
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{
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typedef typename CShaderParams<value_t>::SItems::Item Item;
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bool operator()(const Item& a, const Item& b) const
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{
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return !(b.first < a.first);
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}
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};
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template<typename value_t>
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typename CShaderParams<value_t>::SItems* CShaderParams<value_t>::GetInterned(const SItems& items)
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{
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ENSURE(ThreadUtil::IsMainThread()); // s_InternedItems is not thread-safe
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typename InternedItems_t::iterator it = s_InternedItems.find(items);
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if (it != s_InternedItems.end())
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return it->second.get();
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// Sanity test: the items list is meant to be sorted by name.
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// This is a reasonable place to verify that, since this will be called once per distinct SItems.
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typedef ItemNameCmp<value_t> Cmp;
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ENSURE(std::adjacent_find(items.items.begin(), items.items.end(), std::binary_negate<Cmp>(Cmp())) == items.items.end());
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shared_ptr<SItems> ptr(new SItems(items));
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s_InternedItems.insert(std::make_pair(items, ptr));
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return ptr.get();
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}
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template<typename value_t>
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CShaderParams<value_t>::CShaderParams()
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{
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SItems items;
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items.RecalcHash();
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m_Items = GetInterned(items);
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}
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template<typename value_t>
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void CShaderParams<value_t>::Set(CStrIntern name, const value_t& value)
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{
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SItems items = *m_Items;
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typename SItems::Item addedItem = std::make_pair(name, value);
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// Add the new item in a way that preserves the sortedness and uniqueness of item names
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for (typename std::vector<typename SItems::Item>::iterator it = items.items.begin(); ; ++it)
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{
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if (it == items.items.end() || addedItem.first < it->first)
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{
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items.items.insert(it, addedItem);
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break;
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}
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else if (addedItem.first == it->first)
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{
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it->second = addedItem.second;
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break;
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}
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}
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items.RecalcHash();
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m_Items = GetInterned(items);
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}
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template<typename value_t>
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void CShaderParams<value_t>::SetMany(const CShaderParams& params)
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{
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SItems items;
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// set_union merges the two sorted lists into a new sorted list;
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// if two items are equivalent (i.e. equal names, possibly different values)
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// then the one from the first list is kept
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std::set_union(
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params.m_Items->items.begin(), params.m_Items->items.end(),
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m_Items->items.begin(), m_Items->items.end(),
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std::inserter(items.items, items.items.begin()),
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ItemNameCmp<value_t>());
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items.RecalcHash();
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m_Items = GetInterned(items);
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}
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template<typename value_t>
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std::map<CStrIntern, value_t> CShaderParams<value_t>::GetMap() const
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{
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std::map<CStrIntern, value_t> ret;
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for (size_t i = 0; i < m_Items->items.size(); ++i)
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ret[m_Items->items[i].first] = m_Items->items[i].second;
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return ret;
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}
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template<typename value_t>
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size_t CShaderParams<value_t>::GetHash() const
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{
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return m_Items->hash;
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}
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template<typename value_t>
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void CShaderParams<value_t>::SItems::RecalcHash()
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{
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size_t h = 0;
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for (size_t i = 0; i < items.size(); ++i)
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{
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boost::hash_combine(h, items[i].first);
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boost::hash_combine(h, items[i].second);
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}
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hash = h;
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}
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void CShaderDefines::Add(CStrIntern name, CStrIntern value)
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{
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Set(name, value);
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}
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int CShaderDefines::GetInt(const char* name) const
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{
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CStrIntern nameIntern(name);
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for (size_t i = 0; i < m_Items->items.size(); ++i)
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{
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if (m_Items->items[i].first == nameIntern)
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{
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int ret;
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std::stringstream str(m_Items->items[i].second.c_str());
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str >> ret;
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return ret;
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}
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}
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return 0;
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}
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void CShaderUniforms::Add(const char* name, const CVector4D& value)
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{
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Set(CStrIntern(name), value);
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}
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CVector4D CShaderUniforms::GetVector(const char* name) const
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{
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CStrIntern nameIntern(name);
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for (size_t i = 0; i < m_Items->items.size(); ++i)
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{
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if (m_Items->items[i].first == nameIntern)
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{
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return m_Items->items[i].second;
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}
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}
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return CVector4D();
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}
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void CShaderUniforms::BindUniforms(const CShaderProgramPtr& shader) const
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{
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const std::vector<SItems::Item>& items = m_Items->items;
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for (size_t i = 0; i < items.size(); ++i)
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{
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CShaderProgram::Binding binding = shader->GetUniformBinding(items[i].first);
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if (binding.Active())
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{
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CVector4D v = items[i].second;
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shader->Uniform(binding, v.X, v.Y, v.Z, v.W);
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}
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}
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}
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void CShaderRenderQueries::Add(const char* name)
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{
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if (name == CStr("sim_time"))
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{
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m_Items.push_back(std::make_pair(RQUERY_TIME, CStrIntern(name)));
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}
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else if (name == CStr("water_tex"))
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{
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m_Items.push_back(std::make_pair(RQUERY_WATER_TEX, CStrIntern(name)));
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}
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else if (name == CStr("sky_cube"))
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{
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m_Items.push_back(std::make_pair(RQUERY_SKY_CUBE, CStrIntern(name)));
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}
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}
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void CShaderConditionalDefines::Add(const char* defname, const char* defvalue, int type, std::vector<float> &args)
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{
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CondDefine cd;
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cd.m_DefName = CStrIntern(defname);
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cd.m_DefValue = CStrIntern(defvalue);
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cd.m_CondArgs = args;
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cd.m_CondType = type;
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m_Defines.push_back(cd);
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}
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// Explicit instantiations:
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template<> CShaderParams<CStrIntern>::InternedItems_t CShaderParams<CStrIntern>::s_InternedItems = CShaderParams<CStrIntern>::InternedItems_t();
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template<> CShaderParams<CVector4D>::InternedItems_t CShaderParams<CVector4D>::s_InternedItems = CShaderParams<CVector4D>::InternedItems_t();
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template class CShaderParams<CStrIntern>;
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template class CShaderParams<CVector4D>;
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