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								// Copyright 2008 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/PixelShaderGen.h"
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								enum DSTALPHA_MODE;
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								namespace DX11
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								{
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								class PixelShaderCache
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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(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
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									static bool InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
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									static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
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									static ID3D11Buffer* &GetConstantBuffer();
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									static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
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									static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
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									static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
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									static ID3D11PixelShader* GetClearProgram();
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									static ID3D11PixelShader* GetAnaglyphProgram();
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									static ID3D11PixelShader* ReinterpRGBA6ToRGB8(bool multisampled);
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									static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
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									static void InvalidateMSAAShaders();
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								private:
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									struct PSCacheEntry
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									{
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										ID3D11PixelShader* shader;
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										std::string code;
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										PSCacheEntry() : shader(nullptr) {}
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										void Destroy() { SAFE_RELEASE(shader); }
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									};
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									typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
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									static PSCache PixelShaders;
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									static const PSCacheEntry* last_entry;
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									static PixelShaderUid last_uid;
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									static UidChecker<PixelShaderUid,PixelShaderCode> pixel_uid_checker;
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								};
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								}  // namespace DX11
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