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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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@ -32,9 +32,11 @@ public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
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static bool InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen);
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static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
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static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
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static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
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