// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef sw_VertexProcessor_hpp
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#define sw_VertexProcessor_hpp
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#include "Matrix.hpp"
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#include "Context.hpp"
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#include "RoutineCache.hpp"
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#include "Shader/VertexShader.hpp"
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namespace sw
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{
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struct DrawData;
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struct VertexCache // FIXME: Variable size
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{
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void clear();
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Vertex vertex[16][4];
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unsigned int tag[16];
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int drawCall;
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};
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struct VertexTask
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{
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unsigned int vertexCount;
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unsigned int primitiveStart;
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VertexCache vertexCache;
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};
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class VertexProcessor
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{
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public:
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struct States
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{
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unsigned int computeHash();
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uint64_t shaderID;
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bool fixedFunction : 1; // TODO: Eliminate by querying shader.
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bool textureSampling : 1; // TODO: Eliminate by querying shader.
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unsigned int positionRegister : BITS(MAX_VERTEX_OUTPUTS); // TODO: Eliminate by querying shader.
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unsigned int pointSizeRegister : BITS(MAX_VERTEX_OUTPUTS); // TODO: Eliminate by querying shader.
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unsigned int vertexBlendMatrixCount : 3;
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bool indexedVertexBlendEnable : 1;
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bool vertexNormalActive : 1;
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bool normalizeNormals : 1;
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bool vertexLightingActive : 1;
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bool diffuseActive : 1;
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bool specularActive : 1;
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bool vertexSpecularActive : 1;
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unsigned int vertexLightActive : 8;
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MaterialSource vertexDiffuseMaterialSourceActive : BITS(MATERIAL_LAST);
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MaterialSource vertexSpecularMaterialSourceActive : BITS(MATERIAL_LAST);
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MaterialSource vertexAmbientMaterialSourceActive : BITS(MATERIAL_LAST);
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MaterialSource vertexEmissiveMaterialSourceActive : BITS(MATERIAL_LAST);
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bool fogActive : 1;
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FogMode vertexFogMode : BITS(FOG_LAST);
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bool rangeFogActive : 1;
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bool localViewerActive : 1;
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bool pointSizeActive : 1;
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bool pointScaleActive : 1;
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bool transformFeedbackQueryEnabled : 1;
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uint64_t transformFeedbackEnabled : 64;
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unsigned char verticesPerPrimitive : 2; // 1 (points), 2 (lines) or 3 (triangles)
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bool preTransformed : 1;
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bool superSampling : 1;
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struct TextureState
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{
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TexGen texGenActive : BITS(TEXGEN_LAST);
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unsigned char textureTransformCountActive : 3;
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unsigned char texCoordIndexActive : 3;
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};
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TextureState textureState[8];
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Sampler::State sampler[VERTEX_TEXTURE_IMAGE_UNITS];
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struct Input
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{
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operator bool() const // Returns true if stream contains data
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{
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return count != 0;
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}
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StreamType type : BITS(STREAMTYPE_LAST);
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unsigned int count : 3;
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bool normalized : 1;
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unsigned int attribType : BITS(VertexShader::ATTRIBTYPE_LAST);
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};
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struct Output
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{
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union
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{
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unsigned char write : 4;
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struct
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{
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unsigned char xWrite : 1;
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unsigned char yWrite : 1;
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unsigned char zWrite : 1;
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unsigned char wWrite : 1;
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};
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};
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union
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{
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unsigned char clamp : 4;
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struct
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{
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unsigned char xClamp : 1;
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unsigned char yClamp : 1;
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unsigned char zClamp : 1;
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unsigned char wClamp : 1;
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};
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};
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};
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Input input[MAX_VERTEX_INPUTS];
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Output output[MAX_VERTEX_OUTPUTS];
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};
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struct State : States
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{
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State();
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bool operator==(const State &state) const;
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unsigned int hash;
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};
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struct FixedFunction
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{
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float4 transformT[12][4];
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float4 cameraTransformT[12][4];
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float4 normalTransformT[12][4];
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float4 textureTransform[8][4];
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float4 lightPosition[8];
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float4 lightAmbient[8];
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float4 lightSpecular[8];
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float4 lightDiffuse[8];
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float4 attenuationConstant[8];
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float4 attenuationLinear[8];
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float4 attenuationQuadratic[8];
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float lightRange[8];
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float4 materialDiffuse;
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float4 materialSpecular;
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float materialShininess;
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float4 globalAmbient;
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float4 materialEmission;
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float4 materialAmbient;
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};
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struct PointSprite
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{
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float4 pointSize;
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float pointSizeMin;
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float pointSizeMax;
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float pointScaleA;
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float pointScaleB;
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float pointScaleC;
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};
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typedef void (*RoutinePointer)(Vertex *output, unsigned int *batch, VertexTask *vertexTask, DrawData *draw);
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VertexProcessor(Context *context);
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virtual ~VertexProcessor();
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void setInputStream(int index, const Stream &stream);
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void resetInputStreams(bool preTransformed);
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void setFloatConstant(unsigned int index, const float value[4]);
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void setIntegerConstant(unsigned int index, const int integer[4]);
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void setBooleanConstant(unsigned int index, int boolean);
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void setUniformBuffer(int index, sw::Resource* uniformBuffer, int offset);
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void lockUniformBuffers(byte** u, sw::Resource* uniformBuffers[]);
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void setTransformFeedbackBuffer(int index, sw::Resource* transformFeedbackBuffer, int offset, unsigned int reg, unsigned int row, unsigned int col, unsigned int stride);
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void lockTransformFeedbackBuffers(byte** t, unsigned int* v, unsigned int* r, unsigned int* c, unsigned int* s, sw::Resource* transformFeedbackBuffers[]);
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// Transformations
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void setModelMatrix(const Matrix &M, int i = 0);
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void setViewMatrix(const Matrix &V);
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void setBaseMatrix(const Matrix &B);
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void setProjectionMatrix(const Matrix &P);
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// Lighting
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void setLightingEnable(bool lightingEnable);
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void setLightEnable(unsigned int light, bool lightEnable);
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void setSpecularEnable(bool specularEnable);
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void setGlobalAmbient(const Color<float> &globalAmbient);
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void setLightPosition(unsigned int light, const Point &lightPosition);
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void setLightViewPosition(unsigned int light, const Point &lightPosition);
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void setLightDiffuse(unsigned int light, const Color<float> &lightDiffuse);
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void setLightSpecular(unsigned int light, const Color<float> &lightSpecular);
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void setLightAmbient(unsigned int light, const Color<float> &lightAmbient);
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void setLightAttenuation(unsigned int light, float constant, float linear, float quadratic);
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void setLightRange(unsigned int light, float lightRange);
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void setInstanceID(int instanceID);
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void setFogEnable(bool fogEnable);
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void setVertexFogMode(FogMode fogMode);
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void setRangeFogEnable(bool enable);
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void setColorVertexEnable(bool colorVertexEnable);
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void setDiffuseMaterialSource(MaterialSource diffuseMaterialSource);
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void setSpecularMaterialSource(MaterialSource specularMaterialSource);
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void setAmbientMaterialSource(MaterialSource ambientMaterialSource);
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void setEmissiveMaterialSource(MaterialSource emissiveMaterialSource);
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void setMaterialEmission(const Color<float> &emission);
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void setMaterialAmbient(const Color<float> &materialAmbient);
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void setMaterialDiffuse(const Color<float> &diffuseColor);
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void setMaterialSpecular(const Color<float> &specularColor);
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void setMaterialShininess(float specularPower);
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void setIndexedVertexBlendEnable(bool indexedVertexBlendEnable);
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void setVertexBlendMatrixCount(unsigned int vertexBlendMatrixCount);
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void setTextureWrap(unsigned int stage, int mask);
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void setTexGen(unsigned int stage, TexGen texGen);
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void setLocalViewer(bool localViewer);
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void setNormalizeNormals(bool normalizeNormals);
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void setTextureMatrix(int stage, const Matrix &T);
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void setTextureTransform(int stage, int count, bool project);
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void setTextureFilter(unsigned int sampler, FilterType textureFilter);
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void setMipmapFilter(unsigned int sampler, MipmapType mipmapFilter);
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void setGatherEnable(unsigned int sampler, bool enable);
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void setAddressingModeU(unsigned int sampler, AddressingMode addressingMode);
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void setAddressingModeV(unsigned int sampler, AddressingMode addressingMode);
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void setAddressingModeW(unsigned int sampler, AddressingMode addressingMode);
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void setReadSRGB(unsigned int sampler, bool sRGB);
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void setMipmapLOD(unsigned int sampler, float bias);
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void setBorderColor(unsigned int sampler, const Color<float> &borderColor);
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void setMaxAnisotropy(unsigned int stage, float maxAnisotropy);
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void setHighPrecisionFiltering(unsigned int sampler, bool highPrecisionFiltering);
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void setSwizzleR(unsigned int sampler, SwizzleType swizzleR);
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void setSwizzleG(unsigned int sampler, SwizzleType swizzleG);
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void setSwizzleB(unsigned int sampler, SwizzleType swizzleB);
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void setSwizzleA(unsigned int sampler, SwizzleType swizzleA);
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void setCompareFunc(unsigned int sampler, CompareFunc compare);
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void setBaseLevel(unsigned int sampler, int baseLevel);
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void setMaxLevel(unsigned int sampler, int maxLevel);
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void setMinLod(unsigned int sampler, float minLod);
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void setMaxLod(unsigned int sampler, float maxLod);
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void setSyncRequired(unsigned int sampler, bool isSincRequired);
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void setPointSize(float pointSize);
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void setPointSizeMin(float pointSizeMin);
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void setPointSizeMax(float pointSizeMax);
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void setPointScaleA(float pointScaleA);
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void setPointScaleB(float pointScaleB);
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void setPointScaleC(float pointScaleC);
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void setTransformFeedbackQueryEnabled(bool enable);
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void enableTransformFeedback(uint64_t enable);
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protected:
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const Matrix &getModelTransform(int i);
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const Matrix &getViewTransform();
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const State update(DrawType drawType);
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Routine *routine(const State &state);
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bool isFixedFunction();
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void setRoutineCacheSize(int cacheSize);
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// Shader constants
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float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
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int4 i[16];
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bool b[16];
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PointSprite point;
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FixedFunction ff;
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private:
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struct UniformBufferInfo
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{
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UniformBufferInfo();
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Resource* buffer;
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int offset;
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};
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UniformBufferInfo uniformBufferInfo[MAX_UNIFORM_BUFFER_BINDINGS];
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struct TransformFeedbackInfo
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{
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TransformFeedbackInfo();
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Resource* buffer;
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unsigned int offset;
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unsigned int reg;
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unsigned int row;
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unsigned int col;
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unsigned int stride;
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};
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TransformFeedbackInfo transformFeedbackInfo[MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS];
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void updateTransform();
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void setTransform(const Matrix &M, int i);
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void setCameraTransform(const Matrix &M, int i);
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void setNormalTransform(const Matrix &M, int i);
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Context *const context;
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RoutineCache<State> *routineCache;
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protected:
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Matrix M[12]; // Model/Geometry/World matrix
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Matrix V; // View/Camera/Eye matrix
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Matrix B; // Base matrix
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Matrix P; // Projection matrix
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Matrix PB; // P * B
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Matrix PBV; // P * B * V
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Matrix PBVM[12]; // P * B * V * M
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// Update hierarchy
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bool updateMatrix;
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bool updateModelMatrix[12];
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bool updateViewMatrix;
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bool updateBaseMatrix;
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bool updateProjectionMatrix;
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bool updateLighting;
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};
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}
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#endif // sw_VertexProcessor_hpp
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