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
This commit is contained in:
NeoBrainX
2011-01-24 11:57:17 +00:00
parent e0c6092721
commit f33cd7cbbd
11 changed files with 40 additions and 89 deletions

View File

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