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Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.
Also assorted cleanup around the shader code. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4869 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -25,7 +25,7 @@ namespace TextureConversionShader
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{
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u16 GetEncodedSampleCount(u32 format);
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const char *GenerateEncodingShader(u32 format,bool HLSL = false);
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const char *GenerateEncodingShader(u32 format, bool HLSL = false);
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void SetShaderParameters(float width, float height, float offsetX, float offsetY, float widthStride, float heightStride,float buffW = 0.0f,float buffH = 0.0f);
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