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

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