Initial refactoring of gpu/.
Runs too fast - now there are ringbuffer wrapping issues.
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@@ -21,7 +21,7 @@ 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 D3D11VertexShaderResource;
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class D3D11GeometryShader {
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@@ -30,53 +30,52 @@ public:
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ID3D11GeometryShader* handle() const { return handle_; }
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int Prepare(D3D11VertexShader* vertex_shader);
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int Prepare(D3D11VertexShaderResource* vertex_shader);
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protected:
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D3D11GeometryShader(ID3D11Device* device, uint64_t hash);
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D3D11GeometryShader(ID3D11Device* device);
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ID3D10Blob* Compile(const char* shader_source);
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virtual int Generate(D3D11VertexShader* vertex_shader,
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virtual int Generate(D3D11VertexShaderResource* vertex_shader,
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alloy::StringBuffer* output);
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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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D3D11PointSpriteGeometryShader(ID3D11Device* device);
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~D3D11PointSpriteGeometryShader() override;
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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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int Generate(D3D11VertexShaderResource* vertex_shader,
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alloy::StringBuffer* output) override;
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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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D3D11RectListGeometryShader(ID3D11Device* device);
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~D3D11RectListGeometryShader() override;
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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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int Generate(D3D11VertexShaderResource* vertex_shader,
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alloy::StringBuffer* output) override;
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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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D3D11QuadListGeometryShader(ID3D11Device* device);
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~D3D11QuadListGeometryShader() override;
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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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int Generate(D3D11VertexShaderResource* vertex_shader,
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alloy::StringBuffer* output) override;
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};
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