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								// Copyright 2013 Dolphin Emulator Project
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								// Licensed under GPLv2
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								// Refer to the license.txt file included.
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								#pragma once
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								#include <map>
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								#include "VideoBackends/D3D/D3DBase.h"
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								#include "VideoBackends/D3D/D3DBlob.h"
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								#include "VideoCommon/VertexShaderGen.h"
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								namespace DX11 {
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								class VertexShaderCache
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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 components); // TODO: Should be renamed to LoadShader
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									static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
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									static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }
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									static ID3D11Buffer* &GetConstantBuffer();
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									static ID3D11VertexShader* GetSimpleVertexShader();
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									static ID3D11VertexShader* GetClearVertexShader();
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									static ID3D11InputLayout* GetSimpleInputLayout();
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									static ID3D11InputLayout* GetClearInputLayout();
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									static bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob);
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								private:
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									struct VSCacheEntry
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									{
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										ID3D11VertexShader* shader;
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										D3DBlob* bytecode; // needed to initialize the input layout
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										std::string code;
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										VSCacheEntry() : shader(nullptr), bytecode(nullptr) {}
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										void SetByteCode(D3DBlob* blob)
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										{
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											SAFE_RELEASE(bytecode);
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											bytecode = blob;
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											blob->AddRef();
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										}
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										void Destroy()
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										{
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											SAFE_RELEASE(shader);
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											SAFE_RELEASE(bytecode);
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										}
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									};
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									typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
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									static VSCache vshaders;
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									static const VSCacheEntry* last_entry;
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									static VertexShaderUid last_uid;
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									static UidChecker<VertexShaderUid,VertexShaderCode> vertex_uid_checker;
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								};
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								}  // namespace DX11
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