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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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@ -1190,7 +1190,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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hr = D3D::device->CreateBlendState(&gx_state.blenddc, &blstate);
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if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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D3D::stateman->PushBlendState(blstate);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)blstate, "blend state used to emulate the GX pipeline");
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SAFE_RELEASE(blstate);
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ID3D11DepthStencilState* depth_state;
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@ -1233,6 +1233,9 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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SetBlendMode(false);
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SetLogicOpMode();
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}
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D3D::context->PSSetShader(PixelShaderCache::GetActiveShader(), NULL, 0);
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D3D::context->VSSetShader(VertexShaderCache::GetActiveShader(), NULL, 0);
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}
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void Renderer::RestoreState()
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