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D3DUtil: Use a geometry shader to clear all slices.
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@ -21,6 +21,8 @@ public:
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static bool SetShader(u32 components); // TODO: Should be renamed to LoadShader
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static bool InsertByteCode(const GeometryShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
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static ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader();
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static ID3D11GeometryShader* GetActiveShader() { return last_entry->shader; }
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private:
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