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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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11 changed files with 40 additions and 89 deletions
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@ -348,7 +348,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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const PSCacheEntry &entry = iter->second;
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last_entry = &entry;
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D3D::gfxstate->SetPShader(entry.shader);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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return (entry.shader != NULL);
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}
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@ -369,7 +368,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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g_ps_disk_cache.Sync();
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bool result = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
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D3D::gfxstate->SetPShader(last_entry->shader);
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pbytecode->Release();
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return result;
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