Move g_VertexShaderSource macro towards VertexShaderSource.cpp (in preparation for the next commit, that's going to use it)
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@ -842,7 +842,6 @@ typedef struct {
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typedef std::unordered_map<resource_key_t, resource_info_t, resource_key_hash> resource_cache_t;
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resource_cache_t g_Cxbx_Cached_Direct3DResources;
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resource_cache_t g_Cxbx_Cached_PaletizedTextures;
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VertexShaderSource g_VertexShaderSource = VertexShaderSource();
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bool IsResourceAPixelContainer(XTL::DWORD XboxResource_Common)
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{
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@ -5,6 +5,8 @@
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#include "Logging.h"
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#include "util/hasher.h"
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#include "core/kernel/support/Emu.h"
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VertexShaderSource g_VertexShaderSource = VertexShaderSource();
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ID3DBlob* AsyncCreateVertexShader(IntermediateVertexShader intermediateShader, ShaderKey key) {
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// HACK set thread affinity every call to reduce interference with Xbox main thread
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@ -41,5 +41,7 @@ private:
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bool VertexShaderSource::_FindShader(ShaderKey key, LazyVertexShader** ppLazyShader);
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};
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extern VertexShaderSource g_VertexShaderSource;
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#endif
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