f08489f141
rewrote messagemode to support utf8 properly, as well as left-arrow etc keys. support for mouse-over images on console links and stuff. added r_lerpmuzzlehack for certain viewmodels. use libtool's dlopen stuff on cygwin to try to cover some cygwin path differences. try to support utf-8 in filenames even in windows (only in nt, 9x is still ascii only). added certificate validation for gnutls. gnutls now enabled by default in linux. d3d11 tweaks. shadowmapping works. tweaks for updated terrain format, to try to fix some inefficiencies/limitations. xmpp plugin can now display avatars (xmpp /set avatars 1) xmpp file transfers supported by default, but capability is disabled by default (can be enabled by hacking config). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4523 fc73d0e0-1445-4013-8a0c-d673dee63da5
408 lines
12 KiB
C
408 lines
12 KiB
C
#include "quakedef.h"
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#ifdef D3D11QUAKE
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#include "shader.h"
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#include "winquake.h"
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#define COBJMACROS
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#include <d3d11.h>
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extern ID3D11Device *pD3DDev11;
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typedef struct _D3D_SHADER_MACRO
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{
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LPCSTR Name;
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LPCSTR Definition;
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} D3D_SHADER_MACRO, *LPD3D_SHADER_MACRO;
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typedef enum _D3D_INCLUDE_TYPE {
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D3D_INCLUDE_LOCAL = 0,
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D3D_INCLUDE_SYSTEM = ( D3D_INCLUDE_LOCAL + 1 ),
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D3D_INCLUDE_FORCE_DWORD = 0x7fffffff
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} D3D_INCLUDE_TYPE;
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#undef INTERFACE
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#define INTERFACE ID3DInclude
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DECLARE_INTERFACE_(INTERFACE, IUnknown)
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{
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STDMETHOD(Open)(THIS_ D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) PURE;
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STDMETHOD(Close)(THIS_ LPCVOID pData) PURE;
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};
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#undef INTERFACE
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#define INTERFACE ID3DBlob
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DECLARE_INTERFACE_(INTERFACE, IUnknown)
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{
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
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STDMETHOD_(SIZE_T, GetBufferSize)(THIS) PURE;
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};
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#define ID3DBlob_GetBufferPointer(b) b->lpVtbl->GetBufferPointer(b)
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#define ID3DBlob_Release(b) b->lpVtbl->Release(b)
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#define ID3DBlob_GetBufferSize(b) b->lpVtbl->GetBufferSize(b)
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#undef INTERFACE
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HRESULT (WINAPI *pD3DCompile) (
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LPCVOID pSrcData,
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SIZE_T SrcDataSize,
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LPCSTR pSourceName,
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const D3D_SHADER_MACRO *pDefines,
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ID3DInclude *pInclude,
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LPCSTR pEntrypoint,
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LPCSTR pTarget,
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UINT Flags1,
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UINT Flags2,
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ID3DBlob **ppCode,
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ID3DBlob **ppErrorMsgs
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);
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static dllhandle_t *shaderlib;
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D3D_FEATURE_LEVEL d3dfeaturelevel;
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qboolean D3D11Shader_Init(unsigned int flevel)
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{
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//FIXME: if the feature level is below 10, make sure the compiler supports all the right targets etc
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int ver;
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dllfunction_t funcsold[] =
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{
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{(void**)&pD3DCompile, "D3DCompileFromMemory"},
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{NULL,NULL}
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};
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dllfunction_t funcsnew[] =
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{
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{(void**)&pD3DCompile, "D3DCompile"},
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{NULL,NULL}
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};
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for (ver = 43; ver >= 33; ver--)
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{
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shaderlib = Sys_LoadLibrary(va("D3dcompiler_%i.dll", ver), (ver>=40)?funcsnew:funcsold);
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if (shaderlib)
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break;
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}
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if (!shaderlib)
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return false;
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d3dfeaturelevel = flevel;
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return true;
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}
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HRESULT STDMETHODCALLTYPE d3dinclude_Close(ID3DInclude *this, LPCVOID pData)
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{
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free((void*)pData);
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return S_OK;
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}
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HRESULT STDMETHODCALLTYPE d3dinclude_Open(ID3DInclude *this, D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes)
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{
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if (IncludeType == D3D_INCLUDE_SYSTEM)
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{
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if (!strcmp(pFileName, "ftedefs.h"))
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{
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static const char *defstruct =
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"cbuffer ftemodeldefs : register(b0)\n"
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"{\n"
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"matrix m_model;\n"
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"float3 e_eyepos; float e_time;\n"
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"float3 e_light_ambient; float pad1;\n"
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"float3 e_light_dir; float pad2;\n"
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"float3 e_light_mul; float pad3;\n"
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"float4 e_lmscale[4];\n"
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"};\n"
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"cbuffer fteviewdefs : register(b1)\n"
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"{\n"
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"matrix m_view;\n"
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"matrix m_projection;\n"
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"float3 v_eyepos; float v_time;\n"
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"};\n"
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"cbuffer ftelightdefs : register(b2)\n"
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"{\n"
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"matrix l_cubematrix;\n"
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"float3 l_lightposition; float padl1;\n"
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"float3 l_colour; float padl2;\n"
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"float3 l_lightcolourscale;float l_lightradius;\n"
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"float4 l_shadowmapproj;\n"
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"float2 l_shadowmapscale; float2 padl3;\n"
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"};\n"
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;
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*ppData = strdup(defstruct);
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*pBytes = strlen(*ppData);
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return S_OK;
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}
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if (!strcmp(pFileName, "sys/skeletal.h"))
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{
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static const char *defstruct =
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""
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;
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*ppData = strdup(defstruct);
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*pBytes = strlen(*ppData);
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return S_OK;
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}
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}
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else
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{
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}
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return E_FAIL;
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}
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ID3DIncludeVtbl myd3dincludetab =
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{
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d3dinclude_Open,
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d3dinclude_Close
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};
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ID3DInclude myd3dinclude =
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{
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&myd3dincludetab
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};
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typedef struct
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{
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vecV_t coord;
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vec2_t tex;
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vec2_t lm;
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vec3_t ndir;
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vec3_t sdir;
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vec3_t tdir;
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byte_vec4_t colorsb;
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} vbovdata_t;
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void D3D11Shader_DeleteProgram(program_t *prog)
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{
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ID3D11InputLayout *layout;
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ID3D11PixelShader *frag;
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ID3D11VertexShader *vert;
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int permu;
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for (permu = 0; permu < PERMUTATIONS; permu++)
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{
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vert = prog->permu[permu].handle.hlsl.vert;
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frag = prog->permu[permu].handle.hlsl.frag;
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layout = prog->permu[permu].handle.hlsl.layout;
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if (vert)
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ID3D11VertexShader_Release(vert);
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if (frag)
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ID3D11PixelShader_Release(frag);
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if (layout)
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ID3D11InputLayout_Release(layout);
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}
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}
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qboolean D3D11Shader_CreateProgram (program_t *prog, const char *name, int permu, char **precompilerconstants, char *vert, char *frag)
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{
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char *vsformat;
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char *fsformat;
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D3D_SHADER_MACRO defines[64];
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ID3DBlob *vcode = NULL, *fcode = NULL, *errors = NULL;
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qboolean success = false;
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if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_11_0) //and 11.1
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{
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vsformat = "vs_5_0";
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fsformat = "ps_5_0";
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}
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else if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_10_1)
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{
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vsformat = "vs_4_1";
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fsformat = "ps_4_1";
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}
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else if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_10_0)
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{
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vsformat = "vs_4_0";
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fsformat = "ps_4_0";
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}
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else if (d3dfeaturelevel >= D3D_FEATURE_LEVEL_9_3)
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{ //dx10-compatible output for 9.3 hardware
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vsformat = "vs_4_0_level_9_3";
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fsformat = "ps_4_0_level_9_3";
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}
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else
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{ //dx10-compatible output for 9.1|9.2 hardware
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vsformat = "vs_4_0_level_9_1";
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fsformat = "ps_4_0_level_9_1";
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}
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prog->permu[permu].handle.hlsl.vert = NULL;
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prog->permu[permu].handle.hlsl.frag = NULL;
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prog->permu[permu].handle.hlsl.layout = NULL;
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if (pD3DCompile)
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{
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int consts;
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for (consts = 2; precompilerconstants[consts]; consts++)
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;
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if (consts >= sizeof(defines) / sizeof(defines[0]))
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return success;
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consts = 0;
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defines[consts].Name = NULL; /*shader type*/
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defines[consts].Definition = "1";
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consts++;
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defines[consts].Name = "ENGINE_"DISTRIBUTION;
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defines[consts].Definition = __DATE__;
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consts++;
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defines[consts].Name = Z_StrDup("LEVEL");
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defines[consts].Definition = Z_StrDup(va("0x%x", d3dfeaturelevel));
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consts++;
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for (; *precompilerconstants; precompilerconstants++)
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{
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char *t = *precompilerconstants;
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t = COM_Parse(t);
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t = COM_Parse(t);
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defines[consts].Name = Z_StrDup(com_token);
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defines[consts].Definition = t?Z_StrDup(t):NULL;
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consts++;
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}
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defines[consts].Name = NULL;
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defines[consts].Definition = NULL;
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success = true;
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defines[0].Name = "VERTEX_SHADER";
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if (FAILED(pD3DCompile(vert, strlen(vert), name, defines, &myd3dinclude, "main", vsformat, 0, 0, &vcode, &errors)))
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success = false;
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else
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{
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if (FAILED(ID3D11Device_CreateVertexShader(pD3DDev11, ID3DBlob_GetBufferPointer(vcode), ID3DBlob_GetBufferSize(vcode), NULL, (ID3D11VertexShader**)&prog->permu[permu].handle.hlsl.vert)))
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success = false;
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}
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if (errors)
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{
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char *messages = ID3DBlob_GetBufferPointer(errors);
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Con_Printf("vertex shader:\n%s", messages);
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ID3DBlob_Release(errors);
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}
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defines[0].Name = "FRAGMENT_SHADER";
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if (FAILED(pD3DCompile(frag, strlen(frag), name, defines, &myd3dinclude, "main", fsformat, 0, 0, &fcode, &errors)))
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success = false;
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else
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{
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if (FAILED(ID3D11Device_CreatePixelShader(pD3DDev11, ID3DBlob_GetBufferPointer(fcode), ID3DBlob_GetBufferSize(fcode), NULL, (ID3D11PixelShader**)&prog->permu[permu].handle.hlsl.frag)))
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success = false;
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}
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if (errors)
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{
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char *messages = ID3DBlob_GetBufferPointer(errors);
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Con_Printf("fragment shader:\n%s", messages);
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ID3DBlob_Release(errors);
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}
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while(consts-->2)
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{
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Z_Free((void*)defines[consts].Name);
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Z_Free((void*)defines[consts].Definition);
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}
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if (success)
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{
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D3D11_INPUT_ELEMENT_DESC decl[13];
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int elements = 0;
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vbovdata_t *foo = NULL;
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decl[elements].SemanticName = "POSITION";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = (char*)&foo->coord[0] - (char*)NULL;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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decl[elements].SemanticName = "TEXCOORD";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = (char*)&foo->tex[0] - (char*)NULL;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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/*
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decl[elements].SemanticName = "TEXCOORD";
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decl[elements].SemanticIndex = 1;
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decl[elements].Format = DXGI_FORMAT_R32G32_FLOAT;
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decl[elements].InputSlot = 1;
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decl[elements].AlignedByteOffset = (char*)&foo->lm[0] - (char*)NULL;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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*/
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decl[elements].SemanticName = "COLOR";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = (char*)&foo->colorsb[0] - (char*)NULL;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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decl[elements].SemanticName = "NORMAL";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = (char*)&foo->ndir[0] - (char*)NULL;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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decl[elements].SemanticName = "TANGENT";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = (char*)&foo->sdir[0] - (char*)NULL;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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decl[elements].SemanticName = "BINORMAL";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = (char*)&foo->tdir[0] - (char*)NULL;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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/*
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decl[elements].SemanticName = "BLENDWEIGHT";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = 0;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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decl[elements].SemanticName = "BLENDINDICIES";
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decl[elements].SemanticIndex = 0;
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decl[elements].Format = DXGI_FORMAT_R8G8B8A8_UINT;
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decl[elements].InputSlot = 0;
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decl[elements].AlignedByteOffset = 0;
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decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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decl[elements].InstanceDataStepRate = 0;
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elements++;
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*/
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if (FAILED(ID3D11Device_CreateInputLayout(pD3DDev11, decl, elements, ID3DBlob_GetBufferPointer(vcode), ID3DBlob_GetBufferSize(vcode), (ID3D11InputLayout**)&prog->permu[permu].handle.hlsl.layout)))
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{
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Con_Printf("HLSL Shader %s requires unsupported inputs\n", name);
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success = false;
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}
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}
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if (vcode)
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ID3DBlob_Release(vcode);
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if (fcode)
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ID3DBlob_Release(fcode);
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}
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return success;
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}
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int D3D11Shader_FindUniform(union programhandle_u *h, int type, char *name)
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{
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return -1;
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}
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#endif
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