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Put infrastructure in place so that other plugins may support dual-source blending.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6296 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -228,10 +228,10 @@ void PixelShaderCache::Shutdown()
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g_ps_disk_cache.Close();
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}
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bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, dstAlpha);
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GetPixelShaderId(&uid, dstAlphaMode);
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// Check if the shader is already set
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if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
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@ -256,7 +256,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
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}
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// Need to compile a new shader
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const char* code = GeneratePixelShaderCode(dstAlpha, API_D3D11,components);
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const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components);
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code, strlen(code), &pbytecode))
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