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Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7253 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -17,6 +17,7 @@
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#pragma once
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#include "D3DBase.h"
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#include "D3DBlob.h"
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struct ID3D11PixelShader;
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@ -32,7 +33,7 @@ namespace D3D
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// The returned bytecode buffers should be Release()d.
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bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob);
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bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob);
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bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = NULL);
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// Utility functions
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ID3D11VertexShader* CompileAndCreateVertexShader(const char* code, unsigned int len);
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