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DX11 code maintenance, part 5:
Move shader and input layout management from EmuGfxState to Vertex/PixelShaderCache and D3DVertexFormat. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6906 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -33,10 +33,6 @@ public:
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EmuGfxState();
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~EmuGfxState();
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void SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode);
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void SetPShader(ID3D11PixelShader* shader);
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void SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num);
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void ApplyState(); // apply current state
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void Reset();
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@ -47,19 +43,9 @@ public:
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bool pscbufchanged;
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private:
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ID3D11VertexShader* vertexshader;
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D3DBlob* vsbytecode;
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ID3D11PixelShader* pixelshader;
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D3DBlob* psbytecode;
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bool vshaderchanged;
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ID3D11Buffer* vscbuf;
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ID3D11Buffer* pscbuf;
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ID3D11InputLayout* inp_layout;
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D3D11_INPUT_ELEMENT_DESC inp_elems[32];
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int num_inp_elems;
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bool apply_called;
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};
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