Moving texture code into shared/separate files. Leaking a lot.
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@@ -26,6 +26,8 @@ namespace d3d11 {
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class D3D11PixelShader;
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class D3D11ShaderCache;
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class D3D11TextureCache;
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struct D3D11TextureView;
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class D3D11VertexShader;
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@@ -66,25 +68,6 @@ private:
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int PrepareTextureFetchers();
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int PrepareTextureSampler(xenos::XE_GPU_SHADER_TYPE shader_type,
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Shader::tex_buffer_desc_t& desc);
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typedef struct {
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DXGI_FORMAT format;
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uint32_t block_size;
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uint32_t texel_pitch;
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bool is_compressed;
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} TextureInfo;
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TextureInfo GetTextureInfo(xenos::xe_gpu_texture_fetch_t& fetch);
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int FetchTexture1D(xenos::xe_gpu_texture_fetch_t& fetch,
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TextureInfo& info,
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ID3D11Resource** out_texture);
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int FetchTexture2D(xenos::xe_gpu_texture_fetch_t& fetch,
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TextureInfo& info,
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ID3D11Resource** out_texture);
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int FetchTexture3D(xenos::xe_gpu_texture_fetch_t& fetch,
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TextureInfo& info,
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ID3D11Resource** out_texture);
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int FetchTextureCube(xenos::xe_gpu_texture_fetch_t& fetch,
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TextureInfo& info,
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ID3D11Resource** out_texture);
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int PrepareIndexBuffer(
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bool index_32bit, uint32_t index_count,
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uint32_t index_base, uint32_t index_size, uint32_t endianness);
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@@ -94,6 +77,7 @@ private:
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ID3D11Device* device_;
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ID3D11DeviceContext* context_;
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D3D11ShaderCache* shader_cache_;
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D3D11TextureCache* texture_cache_;
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ID3D11ShaderResourceView* invalid_texture_view_;
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ID3D11SamplerState* invalid_texture_sampler_state_;
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@@ -125,8 +109,7 @@ private:
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struct {
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bool enabled;
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xenos::xe_gpu_texture_fetch_t fetch;
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TextureInfo info;
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ID3D11ShaderResourceView* view;
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D3D11TextureView* view;
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} texture_fetchers[32];
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} state_;
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