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Preparing stuff for DX11:
- be more strict with the input signature of generated pixel shaders - replace the D3D parameter with an API_TYPE one, so that we can further distinguish between DX9 and DX11 - for what it's worth dx11 (using vs_4_0) doesn't support D3DCOLORtoUBYTE4; added a workaround for this - add a "dx9-" prefix to the shader cache files to avoid conflicts with dx11 shaders Apart from that we're calling CommandProcessor::Shutdown() in main.cpp,Shutdown() now. Delete all files in User/ShaderCache if you want to save a few KB disk space :P git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5659 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -99,8 +99,15 @@ public:
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}
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};
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typedef enum
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{
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API_OPENGL,
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API_D3D9,
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API_D3D11
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} API_TYPE;
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// components is included in the uid.
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const char *GenerateVertexShaderCode(u32 components, bool D3D);
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const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type);
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void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components);
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extern VERTEXSHADERUID last_vertex_shader_uid;
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