2015-05-24 06:55:12 +02:00
										 
									 
								 
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								// Copyright 2014 Dolphin Emulator Project
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											2015-05-18 01:08:10 +02:00
										 
									 
								 
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								// Licensed under GPLv2+
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											2014-12-03 22:17:56 +01:00
										 
									 
								 
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								// Refer to the license.txt file included.
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								#pragma once
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								#include <d3d11.h>
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								#include <map>
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								#include "VideoCommon/GeometryShaderGen.h"
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								namespace DX11
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								{
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								class GeometryShaderCache
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								{
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								public:
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								  static void Init();
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								  static void Clear();
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								  static void Shutdown();
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								  static bool SetShader(u32 primitive_type);  // TODO: Should be renamed to LoadShader
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								  static bool InsertByteCode(const GeometryShaderUid& uid, const void* bytecode,
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								                             unsigned int bytecodelen);
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								  static ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader();
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								  static ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader();
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											2014-11-23 02:13:25 +01:00
										 
									 
								 
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								  static ID3D11GeometryShader* GetActiveShader() { return last_entry->shader; }
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								  static ID3D11Buffer*& GetConstantBuffer();
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								private:
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								  struct GSCacheEntry
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								  {
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								    ID3D11GeometryShader* shader;
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								    GSCacheEntry() : shader(nullptr) {}
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								    void Destroy() { SAFE_RELEASE(shader); }
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								  };
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								  typedef std::map<GeometryShaderUid, GSCacheEntry> GSCache;
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								  static GSCache GeometryShaders;
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								  static const GSCacheEntry* last_entry;
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								  static GeometryShaderUid last_uid;
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								  static const GSCacheEntry pass_entry;
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								};
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											2014-12-12 17:25:16 +01:00
										 
									 
								 
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								}  // namespace DX11
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