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D3D: Minor bug fix and some code cleanup for DirectX API call reduction.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4244 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -24,6 +24,8 @@
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#include "XFMemory.h" // for texture projection mode
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#include "BPMemory.h"
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PIXELSHADERUID last_pixel_shader_uid;
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// Mash together all the inputs that contribute to the code of a generated pixel shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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// It would likely be a lot more efficient to build this incrementally as the attributes
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@ -102,5 +102,6 @@ public:
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const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL = false);
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void GetPixelShaderId(PIXELSHADERUID &, u32 texturemask, u32 dstAlphaEnable);
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extern PIXELSHADERUID last_pixel_shader_uid;
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#endif // GCOGL_PIXELSHADER_H
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@ -23,6 +23,8 @@
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#include "BPMemory.h"
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#include "VertexShaderGen.h"
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VERTEXSHADERUID last_vertex_shader_uid;
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// Mash together all the inputs that contribute to the code of a generated vertex shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components)
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@ -101,5 +101,6 @@ public:
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const char *GenerateVertexShader(u32 components, bool D3D);
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components);
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extern VERTEXSHADERUID last_vertex_shader_uid;
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#endif // GCOGL_VERTEXSHADER_H
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