Geometry shader work for rect lists and quad lists.
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88
src/xenia/gpu/d3d11/d3d11_geometry_shader.h
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88
src/xenia/gpu/d3d11/d3d11_geometry_shader.h
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_D3D11_D3D11_GEOMETRY_SHADER_H_
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#define XENIA_GPU_D3D11_D3D11_GEOMETRY_SHADER_H_
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#include <xenia/core.h>
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#include <alloy/string_buffer.h>
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#include <d3d11.h>
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namespace xe {
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namespace gpu {
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namespace d3d11 {
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class D3D11VertexShader;
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class D3D11GeometryShader {
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public:
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virtual ~D3D11GeometryShader();
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ID3D11GeometryShader* handle() const { return handle_; }
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int Prepare(D3D11VertexShader* vertex_shader);
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protected:
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D3D11GeometryShader(ID3D11Device* device, uint64_t hash);
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ID3D10Blob* Compile(const char* shader_source);
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virtual int Generate(D3D11VertexShader* vertex_shader,
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alloy::StringBuffer* output) = 0;
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protected:
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ID3D11Device* device_;
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uint64_t hash_;
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ID3D11GeometryShader* handle_;
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};
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class D3D11PointSpriteGeometryShader : public D3D11GeometryShader {
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public:
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D3D11PointSpriteGeometryShader(ID3D11Device* device, uint64_t hash);
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virtual ~D3D11PointSpriteGeometryShader();
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protected:
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virtual int Generate(D3D11VertexShader* vertex_shader,
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alloy::StringBuffer* output);
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};
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class D3D11RectListGeometryShader : public D3D11GeometryShader {
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public:
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D3D11RectListGeometryShader(ID3D11Device* device, uint64_t hash);
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virtual ~D3D11RectListGeometryShader();
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protected:
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virtual int Generate(D3D11VertexShader* vertex_shader,
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alloy::StringBuffer* output);
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};
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class D3D11QuadListGeometryShader : public D3D11GeometryShader {
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public:
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D3D11QuadListGeometryShader(ID3D11Device* device, uint64_t hash);
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virtual ~D3D11QuadListGeometryShader();
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protected:
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virtual int Generate(D3D11VertexShader* vertex_shader,
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alloy::StringBuffer* output);
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};
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} // namespace d3d11
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_D3D11_D3D11_SHADER_H_
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