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VideoCommon: store the configuration used to create the AbstractPipeline on the pipeline itself, so that it's easy to duplicate pipelines with slightly altered configuration
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@ -14,11 +14,11 @@ namespace DX11
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class DXPipeline final : public AbstractPipeline
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{
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public:
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DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader,
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ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader,
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ID3D11RasterizerState* rasterizer_state, ID3D11DepthStencilState* depth_state,
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ID3D11BlendState* blend_state, D3D11_PRIMITIVE_TOPOLOGY primitive_topology,
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bool use_logic_op);
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DXPipeline(const AbstractPipelineConfig& config, ID3D11InputLayout* input_layout,
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ID3D11VertexShader* vertex_shader, ID3D11GeometryShader* geometry_shader,
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ID3D11PixelShader* pixel_shader, ID3D11RasterizerState* rasterizer_state,
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ID3D11DepthStencilState* depth_state, ID3D11BlendState* blend_state,
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D3D11_PRIMITIVE_TOPOLOGY primitive_topology, bool use_logic_op);
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~DXPipeline() override;
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ID3D11InputLayout* GetInputLayout() const { return m_input_layout.Get(); }
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