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DX11: Introduce a D3DBlob class.
Advantages: - easier to use - drops our dependence on d3d10.lib, without depending on the June 2010 DX SDK - makes finding unreleased buffers easier - possibly more ;P git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5728 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -41,17 +41,17 @@ public:
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static ID3D11InputLayout* GetSimpleInputLayout();
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static ID3D11InputLayout* GetClearInputLayout();
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static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, ID3D10Blob* bcodeblob);
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static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob);
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private:
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struct VSCacheEntry
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{
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ID3D11VertexShader* shader;
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ID3D10Blob* bytecode; // needed to initialize the input layout
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D3DBlob* bytecode; // needed to initialize the input layout
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int frameCount;
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VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {}
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void SetByteCode(ID3D10Blob* blob)
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void SetByteCode(D3DBlob* blob)
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{
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if (bytecode) bytecode->Release();
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bytecode = blob;
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