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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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@ -36,7 +36,7 @@ public:
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D3DVertexFormat() : d3d_decl(NULL) {}
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~D3DVertexFormat();
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virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
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virtual void SetupVertexPointers() const;
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virtual void SetupVertexPointers();
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#if defined(_DEBUG) || defined(DEBUGFAST)
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D3DVERTEXELEMENT9 elements[32];
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@ -185,7 +185,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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#endif
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}
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void D3DVertexFormat::SetupVertexPointers() const
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void D3DVertexFormat::SetupVertexPointers()
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{
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if (d3d_decl)
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D3D::SetVertexDeclaration(d3d_decl);
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