2009-02-09 21:15:56 +00:00
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/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "GSDevice10.h"
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class GSTextureFX10
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{
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public:
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#pragma pack(push, 1)
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__declspec(align(16)) struct VSConstantBuffer
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{
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GSVector4 VertexScale;
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GSVector4 VertexOffset;
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GSVector2 TextureScale;
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float _pad[2];
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struct VSConstantBuffer() {memset(this, 0, sizeof(*this));}
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__forceinline bool Update(const VSConstantBuffer* cb)
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{
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GSVector4i* a = (GSVector4i*)this;
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GSVector4i* b = (GSVector4i*)cb;
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GSVector4i b0 = b[0];
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GSVector4i b1 = b[1];
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GSVector4i b2 = b[2];
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if(!((a[0] == b0) & (a[1] == b1) & (a[2] == b2)).alltrue())
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{
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a[0] = b0;
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a[1] = b1;
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a[2] = b2;
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return true;
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}
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return false;
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}
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};
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union VSSelector
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{
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struct
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{
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DWORD bpp:3;
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DWORD bppz:2;
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DWORD tme:1;
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DWORD fst:1;
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DWORD prim:3;
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};
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DWORD dw;
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operator DWORD() {return dw & 0x3ff;}
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};
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__declspec(align(16)) struct PSConstantBuffer
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{
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GSVector4 FogColor;
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float MINU;
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float MAXU;
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float MINV;
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float MAXV;
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DWORD UMSK;
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DWORD UFIX;
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DWORD VMSK;
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DWORD VFIX;
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float TA0;
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float TA1;
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float AREF;
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float _pad[1];
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GSVector2 WH;
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GSVector2 rWrH;
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struct PSConstantBuffer() {memset(this, 0, sizeof(*this));}
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__forceinline bool Update(const PSConstantBuffer* cb)
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{
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GSVector4i* a = (GSVector4i*)this;
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GSVector4i* b = (GSVector4i*)cb;
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GSVector4i b0 = b[0];
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GSVector4i b1 = b[1];
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GSVector4i b2 = b[2];
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GSVector4i b3 = b[3];
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GSVector4i b4 = b[4];
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if(!((a[0] == b0) & (a[1] == b1) & (a[2] == b2) & (a[3] == b3) & (a[4] == b4)).alltrue())
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{
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a[0] = b0;
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a[1] = b1;
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a[2] = b2;
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a[3] = b3;
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a[4] = b4;
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return true;
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}
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return false;
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}
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};
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union PSSelector
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{
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struct
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{
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DWORD fst:1;
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DWORD wms:2;
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DWORD wmt:2;
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DWORD bpp:3;
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DWORD aem:1;
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DWORD tfx:3;
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DWORD tcc:1;
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DWORD ate:1;
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DWORD atst:3;
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DWORD fog:1;
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DWORD clr1:1;
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DWORD fba:1;
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DWORD aout:1;
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};
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DWORD dw;
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operator DWORD() {return dw & 0x1fffff;}
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};
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union GSSelector
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{
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struct
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{
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DWORD iip:1;
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DWORD prim:2;
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};
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DWORD dw;
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operator DWORD() {return dw & 0x7;}
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};
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union PSSamplerSelector
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{
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struct
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{
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DWORD tau:1;
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DWORD tav:1;
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DWORD min:1;
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DWORD mag:1;
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};
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DWORD dw;
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operator DWORD() {return dw & 0xf;}
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};
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union OMDepthStencilSelector
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{
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struct
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{
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DWORD zte:1;
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DWORD ztst:2;
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DWORD zwe:1;
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DWORD date:1;
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};
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DWORD dw;
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operator DWORD() {return dw & 0x1f;}
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};
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union OMBlendSelector
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{
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struct
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{
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DWORD abe:1;
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DWORD a:2;
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DWORD b:2;
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DWORD c:2;
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DWORD d:2;
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DWORD wr:1;
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DWORD wg:1;
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DWORD wb:1;
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DWORD wa:1;
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};
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DWORD dw;
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operator DWORD() {return dw & 0x1fff;}
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};
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#pragma pack(pop)
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private:
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GSDevice10* m_dev;
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CComPtr<ID3D10InputLayout> m_il;
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CRBMapC<DWORD, CComPtr<ID3D10VertexShader> > m_vs;
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CComPtr<ID3D10Buffer> m_vs_cb;
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CRBMapC<DWORD, CComPtr<ID3D10GeometryShader> > m_gs;
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CRBMapC<DWORD, CComPtr<ID3D10PixelShader> > m_ps;
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CComPtr<ID3D10Buffer> m_ps_cb;
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CRBMapC<DWORD, CComPtr<ID3D10SamplerState> > m_ps_ss;
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CComPtr<ID3D10SamplerState> m_palette_ss;
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CRBMapC<DWORD, CComPtr<ID3D10DepthStencilState> > m_om_dss;
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CRBMapC<DWORD, CComPtr<ID3D10BlendState> > m_om_bs;
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CComPtr<ID3D10Buffer> m_vb, m_vb_old;
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int m_vb_max;
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int m_vb_start;
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int m_vb_count;
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VSConstantBuffer m_vs_cb_cache;
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PSConstantBuffer m_ps_cb_cache;
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public:
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GSTextureFX10();
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bool Create(GSDevice10* dev);
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bool SetupIA(const GSVertexHW10* vertices, int count, D3D10_PRIMITIVE_TOPOLOGY prim);
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bool SetupVS(VSSelector sel, const VSConstantBuffer* cb);
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bool SetupGS(GSSelector sel);
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bool SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel, ID3D10ShaderResourceView* tex, ID3D10ShaderResourceView* pal);
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void UpdatePS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
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void SetupRS(UINT w, UINT h, const RECT& scissor);
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void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float bf, ID3D10RenderTargetView* rtv, ID3D10DepthStencilView* dsv);
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void UpdateOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float bf);
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void Draw();
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};
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