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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 <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, unsigned int bytecodelen);
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									static ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader();
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									static ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader();
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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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										std::string code;
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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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									static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
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								};
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								}  // namespace DX11
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