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materialsystem/shaderapidx9/TransitionTable.h
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344
materialsystem/shaderapidx9/TransitionTable.h
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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef TRANSITION_TABLE_H
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#define TRANSITION_TABLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "utlvector.h"
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#include "shadershadowdx8.h"
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#include "utlsortvector.h"
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#include "checksum_crc.h"
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#include "shaderapi/ishaderapi.h"
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// Required for DEBUG_BOARD_STATE
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#include "shaderapidx8_global.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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struct IDirect3DStateBlock9;
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//-----------------------------------------------------------------------------
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// Types related to transition table entries
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//-----------------------------------------------------------------------------
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typedef void (*ApplyStateFunc_t)( const ShadowState_t& shadowState, int arg );
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//-----------------------------------------------------------------------------
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// The DX8 implementation of the transition table
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//-----------------------------------------------------------------------------
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class CTransitionTable
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{
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public:
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struct CurrentSamplerState_t
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{
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bool m_SRGBReadEnable;
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bool m_Fetch4Enable;
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bool m_ShadowFilterEnable;
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};
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struct CurrentState_t
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{
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// Everything in this 'CurrentState' structure is a state whose value we don't care about
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// under certain circumstances, (which therefore can diverge from the shadow state),
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// or states which we override in the dynamic pass.
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// Depth testing states
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union
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{
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DepthTestState_t m_DepthTestState;
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DepthTestState_t::UIntAlias m_nDepthTestStateAsInt;
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};
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// alpha testijng and misc state
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union
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{
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AlphaTestAndMiscState_t m_AlphaTestAndMiscState;
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AlphaTestAndMiscState_t::UIntAlias m_nAlphaTestAndMiscStateAsInt;
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};
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union
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{
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FogAndMiscState_t m_FogAndMiscState;
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FogAndMiscState_t::UIntAlias m_nFogAndMiscStateAsInt;
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};
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union
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{
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AlphaBlendState_t m_AlphaBlendState;
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AlphaBlendState_t::UIntAlias m_nAlphaBlendStateAsInt;
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};
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bool m_ForceDepthFuncEquals:1;
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bool m_bOverrideDepthEnable:1;
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bool m_bOverrideAlphaWriteEnable:1;
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bool m_bOverrideColorWriteEnable:1;
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bool m_bOverriddenAlphaWriteValue:1;
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bool m_bOverriddenColorWriteValue:1;
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DWORD m_ColorWriteEnable;
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bool m_OverrideZWriteEnable;
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bool m_OverrideZTestEnable;
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bool m_bLinearColorSpaceFrameBufferEnable;
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// Texture stage state
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CurrentSamplerState_t m_SamplerState[MAX_SAMPLERS];
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};
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public:
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// constructor, destructor
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CTransitionTable( );
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virtual ~CTransitionTable();
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// Initialization, shutdown
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bool Init( );
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void Shutdown( );
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// Resets the snapshots...
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void Reset();
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// Takes a snapshot
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StateSnapshot_t TakeSnapshot( );
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// Take startup snapshot
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void TakeDefaultStateSnapshot( );
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ShadowShaderState_t *GetShaderShadowState( StateSnapshot_t snapshotId )
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{
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return &m_SnapshotList[snapshotId].m_ShaderState;
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}
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// Makes the board state match the snapshot
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void UseSnapshot( StateSnapshot_t snapshotId, bool bApplyShaderState = true );
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// Cause the board to match the default state snapshot
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void UseDefaultState();
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// Snapshotted state overrides
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void ForceDepthFuncEquals( bool bEnable );
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void OverrideDepthEnable( bool bEnable, bool bDepthWriteEnable, bool bDepthTestEnable );
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void OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable );
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void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable );
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void EnableLinearColorSpaceFrameBuffer( bool bEnable );
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// Returns a particular snapshot
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const ShadowState_t &GetSnapshot( StateSnapshot_t snapshotId ) const;
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const ShadowShaderState_t &GetSnapshotShader( StateSnapshot_t snapshotId ) const;
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// Gets the current shadow state
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const ShadowState_t *CurrentShadowState() const;
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const ShadowShaderState_t *CurrentShadowShaderState() const;
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// Return the current shapshot
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int CurrentSnapshot() const { return m_CurrentSnapshotId; }
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CurrentState_t& CurrentState() { return m_CurrentState; }
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void SetShadowDepthBiasValuesDirty( bool bDirty ) { m_bShadowDepthBiasValuesDirty = bDirty; }
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#ifdef DEBUG_BOARD_STATE
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ShadowState_t& BoardState() { return m_BoardState; }
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ShadowShaderState_t& BoardShaderState() { return m_BoardShaderState; }
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#endif
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// The following are meant to be used by the transition table only
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public:
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// Applies alpha blending
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void ApplyAlphaBlend( const ShadowState_t& state );
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// Separate alpha blend
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void ApplySeparateAlphaBlend( const ShadowState_t& state );
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void ApplyAlphaTest( const ShadowState_t& state );
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void ApplyDepthTest( const ShadowState_t& state );
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// Applies alpha texture op
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void ApplyColorTextureStage( const ShadowState_t& state, int stage );
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void ApplyAlphaTextureStage( const ShadowState_t& state, int stage );
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void ApplySRGBWriteEnable( const ShadowState_t& state );
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private:
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enum
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{
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INVALID_TRANSITION_OP = 0xFFFFFF
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};
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typedef short ShadowStateId_t;
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// For the transition table
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struct TransitionList_t
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{
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unsigned int m_FirstOperation : 24;
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unsigned int m_NumOperations : 8;
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};
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union TransitionOp_t
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{
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unsigned char m_nBits;
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struct
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{
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unsigned char m_nOpCode : 7;
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unsigned char m_bIsTextureCode : 1;
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} m_nInfo;
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};
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struct SnapshotShaderState_t
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{
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ShadowShaderState_t m_ShaderState;
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ShadowStateId_t m_ShadowStateId;
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unsigned short m_nReserved; // Pad to 2 ints
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unsigned int m_nReserved2;
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};
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struct ShadowStateDictEntry_t
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{
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CRC32_t m_nChecksum;
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ShadowStateId_t m_nShadowStateId;
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};
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struct SnapshotDictEntry_t
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{
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CRC32_t m_nChecksum;
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StateSnapshot_t m_nSnapshot;
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};
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class ShadowStateDictLessFunc
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{
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public:
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bool Less( const ShadowStateDictEntry_t &src1, const ShadowStateDictEntry_t &src2, void *pCtx );
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};
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class SnapshotDictLessFunc
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{
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public:
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bool Less( const SnapshotDictEntry_t &src1, const SnapshotDictEntry_t &src2, void *pCtx );
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};
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class UniqueSnapshotLessFunc
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{
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public:
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bool Less( const TransitionList_t &src1, const TransitionList_t &src2, void *pCtx );
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};
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CurrentSamplerState_t &SamplerState( int stage ) { return m_CurrentState.m_SamplerState[stage]; }
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const CurrentSamplerState_t &SamplerState( int stage ) const { return m_CurrentState.m_SamplerState[stage]; }
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// creates state snapshots
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ShadowStateId_t CreateShadowState( const ShadowState_t ¤tState );
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StateSnapshot_t CreateStateSnapshot( ShadowStateId_t shadowStateId, const ShadowShaderState_t& currentShaderState );
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// finds state snapshots
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ShadowStateId_t FindShadowState( const ShadowState_t& currentState ) const;
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StateSnapshot_t FindStateSnapshot( ShadowStateId_t id, const ShadowShaderState_t& currentState ) const;
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// Finds identical transition lists
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unsigned int FindIdenticalTransitionList( unsigned int firstElem,
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unsigned short numOps, unsigned int nFirstTest ) const;
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// Checks if a state is valid
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bool TestShadowState( const ShadowState_t& state, const ShadowShaderState_t &shaderState );
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// Perform state block overrides
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void PerformShadowStateOverrides( );
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// Apply shader state (stuff that doesn't lie in the transition table)
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void ApplyShaderState( const ShadowState_t &shadowState, const ShadowShaderState_t &shaderState );
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// State setting methods
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void SetZEnable( D3DZBUFFERTYPE nEnable );
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void SetZFunc( D3DCMPFUNC nCmpFunc );
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void SetBoardStateFromShadowState( ShadowState_t const &shadowState );
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private:
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// Sets up the default state
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StateSnapshot_t m_DefaultStateSnapshot;
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TransitionList_t m_DefaultTransition;
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ShadowState_t m_DefaultShadowState;
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// The current snapshot id
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ShadowStateId_t m_CurrentShadowId;
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StateSnapshot_t m_CurrentSnapshotId;
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// Maintains a list of all used snapshot transition states
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CUtlVector< ShadowState_t > m_ShadowStateList;
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// Lookup table for fast snapshot finding
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CUtlSortVector< ShadowStateDictEntry_t, ShadowStateDictLessFunc > m_ShadowStateDict;
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// The snapshot transition table
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CUtlVector< CUtlVector< TransitionList_t > > m_TransitionTable;
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// List of unique transitions
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CUtlSortVector< TransitionList_t, UniqueSnapshotLessFunc > m_UniqueTransitions;
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// Stores all state transition operations
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CUtlVector< TransitionOp_t > m_TransitionOps;
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// Stores all state for a particular snapshot
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CUtlVector< SnapshotShaderState_t > m_SnapshotList;
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// Lookup table for fast snapshot finding
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CUtlSortVector< SnapshotDictEntry_t, SnapshotDictLessFunc > m_SnapshotDict;
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// The current board state.
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CurrentState_t m_CurrentState;
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bool m_bShadowDepthBiasValuesDirty;
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#ifdef DEBUG_BOARD_STATE
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// Maintains the total shadow state
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ShadowState_t m_BoardState;
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ShadowShaderState_t m_BoardShaderState;
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#endif
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};
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//-----------------------------------------------------------------------------
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// Inline methods
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//-----------------------------------------------------------------------------
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inline const ShadowState_t &CTransitionTable::GetSnapshot( StateSnapshot_t snapshotId ) const
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{
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Assert( (snapshotId >= 0) && (snapshotId < m_SnapshotList.Count()) );
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return m_ShadowStateList[m_SnapshotList[snapshotId].m_ShadowStateId];
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}
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inline const ShadowShaderState_t &CTransitionTable::GetSnapshotShader( StateSnapshot_t snapshotId ) const
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{
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Assert( (snapshotId >= 0) && (snapshotId < m_SnapshotList.Count()) );
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return m_SnapshotList[snapshotId].m_ShaderState;
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}
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inline const ShadowState_t *CTransitionTable::CurrentShadowState() const
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{
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if ( m_CurrentShadowId == -1 )
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return NULL;
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Assert( (m_CurrentShadowId >= 0) && (m_CurrentShadowId < m_ShadowStateList.Count()) );
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return &m_ShadowStateList[m_CurrentShadowId];
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}
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inline const ShadowShaderState_t *CTransitionTable::CurrentShadowShaderState() const
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{
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if ( m_CurrentShadowId == -1 )
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return NULL;
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Assert( (m_CurrentShadowId >= 0) && (m_CurrentShadowId < m_ShadowStateList.Count()) );
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return &m_SnapshotList[m_CurrentShadowId].m_ShaderState;
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}
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#endif // TRANSITION_TABLE_H
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