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Reformat all the things. Have fun with merge conflicts.
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@ -11,41 +11,41 @@
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namespace DX11
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{
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class GeometryShaderCache
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{
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public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(u32 primitive_type); // 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 void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(u32 primitive_type); // TODO: Should be renamed to LoadShader
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static bool InsertByteCode(const GeometryShaderUid& uid, const void* bytecode,
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unsigned int bytecodelen);
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static ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader();
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static ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader();
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static ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader();
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static ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader();
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static ID3D11GeometryShader* GetActiveShader() { return last_entry->shader; }
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static ID3D11Buffer* &GetConstantBuffer();
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static ID3D11GeometryShader* GetActiveShader() { return last_entry->shader; }
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static ID3D11Buffer*& GetConstantBuffer();
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private:
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struct GSCacheEntry
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{
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ID3D11GeometryShader* shader;
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struct GSCacheEntry
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{
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ID3D11GeometryShader* shader;
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std::string code;
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std::string code;
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GSCacheEntry() : shader(nullptr) {}
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void Destroy() { SAFE_RELEASE(shader); }
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};
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GSCacheEntry() : shader(nullptr) {}
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void Destroy() { SAFE_RELEASE(shader); }
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};
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typedef std::map<GeometryShaderUid, GSCacheEntry> GSCache;
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typedef std::map<GeometryShaderUid, GSCacheEntry> GSCache;
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static GSCache GeometryShaders;
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static const GSCacheEntry* last_entry;
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static GeometryShaderUid last_uid;
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static const GSCacheEntry pass_entry;
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static GSCache GeometryShaders;
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static const GSCacheEntry* last_entry;
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static GeometryShaderUid last_uid;
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static const GSCacheEntry pass_entry;
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static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
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static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
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};
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} // namespace DX11
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