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GPU/HW: Support OpenGL ES
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@ -240,7 +240,7 @@ bool GPU_HW_D3D11::CreateBatchInputLayout()
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{"ATTR", 3, DXGI_FORMAT_R32_SINT, 0, offsetof(BatchVertex, texpage), D3D11_INPUT_PER_VERTEX_DATA, 0}}};
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// we need a vertex shader...
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GPU_HW_ShaderGen shadergen(GPU_HW_ShaderGen::API::D3D11, m_resolution_scale, m_true_color);
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GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color);
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ComPtr<ID3DBlob> vs_bytecode = D3D11::ShaderCompiler::CompileShader(
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D3D11::ShaderCompiler::Type::Vertex, m_device->GetFeatureLevel(), shadergen.GenerateBatchVertexShader(true), false);
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if (!vs_bytecode)
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@ -318,7 +318,7 @@ bool GPU_HW_D3D11::CreateStateObjects()
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bool GPU_HW_D3D11::CompileShaders()
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{
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const bool debug = false;
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GPU_HW_ShaderGen shadergen(GPU_HW_ShaderGen::API::D3D11, m_resolution_scale, m_true_color);
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GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color);
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m_screen_quad_vertex_shader = D3D11::ShaderCompiler::CompileAndCreateVertexShader(
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m_device.Get(), shadergen.GenerateScreenQuadVertexShader(), debug);
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