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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef INPUTLAYOUTDX10_H
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#define INPUTLAYOUTDX10_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "materialsystem/imaterial.h"
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//-----------------------------------------------------------------------------
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// Forward declaration
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//-----------------------------------------------------------------------------
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struct ID3D10InputLayout;
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struct ID3D10ShaderReflection;
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//-----------------------------------------------------------------------------
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// Gets the input layout associated with a vertex format
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// FIXME: Note that we'll need to change this from a VertexFormat_t
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//-----------------------------------------------------------------------------
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ID3D10InputLayout *CreateInputLayout( VertexFormat_t fmt,
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ID3D10ShaderReflection* pReflection, const void *pByteCode, size_t nByteCodeLen );
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#endif // INPUTLAYOUTDX10_H
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