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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
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@ -225,7 +225,6 @@ bool VertexShaderCache::SetShader(u32 components)
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const VSCacheEntry &entry = iter->second;
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last_entry = &entry;
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if (entry.shader) D3D::gfxstate->SetVShader(entry.shader, iter->second.bytecode);
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return (entry.shader != NULL);
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}
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@ -245,7 +244,6 @@ bool VertexShaderCache::SetShader(u32 components)
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g_vs_disk_cache.Sync();
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bool result = InsertByteCode(uid, pbytecode);
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D3D::gfxstate->SetVShader(last_entry->shader, last_entry->bytecode);
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pbytecode->Release();
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return result;
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