changed all references of the old d3d11 filenames to the new filenames
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@@ -15,7 +15,7 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "GS_D3D11SubSystem.hpp"
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#include "d3d11-subsystem.hpp"
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void gs_index_buffer::InitBuffer()
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{
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@@ -15,7 +15,7 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "GS_D3D11SubSystem.hpp"
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#include "d3d11-subsystem.hpp"
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#include "graphics/vec4.h"
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const D3D11_TEXTURE_ADDRESS_MODE convertAddressMode[] =
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@@ -15,8 +15,8 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "GS_D3D11SubSystem.hpp"
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#include "GS_D3D11ShaderProcessor.hpp"
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#include "d3d11-subsystem.hpp"
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#include "d3d11-shaderprocessor.hpp"
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#include "graphics/vec2.h"
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#include "graphics/vec3.h"
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#include "graphics/matrix3.h"
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@@ -15,8 +15,8 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "GS_D3D11SubSystem.hpp"
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#include "GS_D3D11ShaderProcessor.hpp"
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#include "d3d11-subsystem.hpp"
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#include "d3d11-shaderprocessor.hpp"
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#include <sstream>
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using namespace std;
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@@ -15,7 +15,7 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "GS_D3D11SubSystem.hpp"
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#include "d3d11-subsystem.hpp"
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gs_stage_surface::gs_stage_surface(device_t device, uint32_t width,
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uint32_t height, gs_color_format colorFormat)
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@@ -18,7 +18,7 @@
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#include "util/base.h"
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#include "util/platform.h"
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#include "graphics/matrix3.h"
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#include "GS_D3D11SubSystem.hpp"
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#include "d3d11-subsystem.hpp"
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static const IID dxgiFactory2 =
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{0x50c83a1c, 0xe072, 0x4c48, {0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0}};
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@@ -37,7 +37,7 @@ struct shader_var;
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struct shader_sampler;
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struct gs_vertex_shader;
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#include "GS_D3D11Exports.h"
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#include "d3d11-exports.h"
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using namespace std;
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@@ -16,7 +16,7 @@
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******************************************************************************/
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#include "util/base.h"
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#include "GS_D3D11SubSystem.hpp"
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#include "d3d11-subsystem.hpp"
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void gs_texture_2d::InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd, void **data)
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{
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@@ -17,7 +17,7 @@
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#include "util/base.h"
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#include "graphics/vec3.h"
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#include "GS_D3D11SubSystem.hpp"
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#include "d3d11-subsystem.hpp"
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static inline void PushBuffer(vector<ID3D11Buffer*> &buffers,
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vector<uint32_t> &strides, ID3D11Buffer *buffer,
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@@ -15,7 +15,7 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "GS_D3D11SubSystem.hpp"
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#include "d3d11-subsystem.hpp"
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void gs_zstencil_buffer::InitBuffer()
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{
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