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Remove unnecessary Src/ folders
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53
Source/Core/VideoBackends/D3D/D3DShader.h
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53
Source/Core/VideoBackends/D3D/D3DShader.h
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include "D3DBase.h"
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#include "D3DBlob.h"
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struct ID3D11PixelShader;
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struct ID3D11VertexShader;
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namespace DX11
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{
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namespace D3D
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{
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ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len);
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ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len);
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ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len);
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// The returned bytecode buffers should be Release()d.
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bool CompileVertexShader(const char* code, unsigned int len,
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D3DBlob** blob);
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bool CompileGeometryShader(const char* code, unsigned int len,
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D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = NULL);
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bool CompilePixelShader(const char* code, unsigned int len,
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D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = NULL);
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// Utility functions
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ID3D11VertexShader* CompileAndCreateVertexShader(const char* code,
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unsigned int len);
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ID3D11GeometryShader* CompileAndCreateGeometryShader(const char* code,
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unsigned int len, const D3D_SHADER_MACRO* pDefines = NULL);
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ID3D11PixelShader* CompileAndCreatePixelShader(const char* code,
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unsigned int len);
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inline ID3D11VertexShader* CreateVertexShaderFromByteCode(D3DBlob* bytecode)
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{ return CreateVertexShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
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inline ID3D11GeometryShader* CreateGeometryShaderFromByteCode(D3DBlob* bytecode)
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{ return CreateGeometryShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
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inline ID3D11PixelShader* CreatePixelShaderFromByteCode(D3DBlob* bytecode)
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{ return CreatePixelShaderFromByteCode(bytecode->Data(), bytecode->Size()); }
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inline ID3D11VertexShader* CompileAndCreateVertexShader(D3DBlob* code)
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{ return CompileAndCreateVertexShader((const char*)code->Data(), code->Size()); }
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inline ID3D11GeometryShader* CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = NULL)
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{ return CompileAndCreateGeometryShader((const char*)code->Data(), code->Size(), pDefines); }
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inline ID3D11PixelShader* CompileAndCreatePixelShader(D3DBlob* code)
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{ return CompileAndCreatePixelShader((const char*)code->Data(), code->Size()); }
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}
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} // namespace DX11
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