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shaderapidx11
use -dxlevel 110 to use it
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@@ -102,4 +102,10 @@ public:
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// virtual const ShaderParamInfo_t& GetParamInfo( int paramIndex ) const = 0;
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};
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abstract_class IShaderDX11 : public IShader
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{
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public:
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virtual void InitShader(IShaderDevice* pShaderDevice) = 0;
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};
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#endif // ISHADER_H
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@@ -55,8 +55,14 @@ enum
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// Internal maximums for sizes. Don't use directly, use IMaterialSystem::GetMaxToRender()
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enum
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{
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INDEX_BUFFER_SIZE = 32768,
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DYNAMIC_VERTEX_BUFFER_MEMORY = ( 1024 + 512 ) * 1024,
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// DX11FIXME
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#ifdef DX11
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INDEX_BUFFER_SIZE = 32768 * 2,
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DYNAMIC_VERTEX_BUFFER_MEMORY = ( 1024 + 512 ) * 1024 * 2,
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#else
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INDEX_BUFFER_SIZE = 32768,
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DYNAMIC_VERTEX_BUFFER_MEMORY = (1024 + 512) * 1024,
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#endif
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DYNAMIC_VERTEX_BUFFER_MEMORY_SMALL = 384 * 1024, // Only allocate this much during map transitions
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};
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@@ -116,7 +116,6 @@ enum PrecompiledShaderType_t
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PRECOMPILED_SHADER_TYPE_COUNT,
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};
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//-----------------------------------------------------------------------------
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// Flags field of PrecompiledShader_t
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//-----------------------------------------------------------------------------
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@@ -125,6 +124,7 @@ enum
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// runtime flags
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SHADER_IS_ASM = 0x1,
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SHADER_FAILED_LOAD = 0x2,
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SHADER_DYNAMIC_COMPILE_IS_HLSL = 0x4,
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};
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