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#include "StateMapFromTechniqueExtractor.h"
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using namespace state_map;
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std::string StateMapFromTechniqueExtractor::RetrieveStateMap()
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{
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return std::move(m_state_map);
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}
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void StateMapFromTechniqueExtractor::AcceptNextPass() {}
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bool StateMapFromTechniqueExtractor::AcceptEndPass(std::string& errorMessage)
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{
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return true;
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}
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bool StateMapFromTechniqueExtractor::AcceptStateMap(const std::string& stateMapName, std::string& errorMessage)
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{
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m_state_map = stateMapName;
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return true;
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}
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bool StateMapFromTechniqueExtractor::AcceptVertexShader(const std::string& vertexShaderName, std::string& errorMessage)
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{
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return true;
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}
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bool StateMapFromTechniqueExtractor::AcceptPixelShader(const std::string& pixelShaderName, std::string& errorMessage)
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{
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return true;
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}
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bool StateMapFromTechniqueExtractor::AcceptShaderConstantArgument(techset::ShaderSelector shader,
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techset::ShaderArgument shaderArgument,
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techset::ShaderArgumentCodeSource source,
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std::string& errorMessage)
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{
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return true;
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}
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bool StateMapFromTechniqueExtractor::AcceptShaderSamplerArgument(techset::ShaderSelector shader,
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techset::ShaderArgument shaderArgument,
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techset::ShaderArgumentCodeSource source,
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std::string& errorMessage)
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{
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return true;
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}
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bool StateMapFromTechniqueExtractor::AcceptShaderLiteralArgument(techset::ShaderSelector shader,
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techset::ShaderArgument shaderArgument,
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techset::ShaderArgumentLiteralSource source,
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std::string& errorMessage)
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{
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return true;
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}
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bool StateMapFromTechniqueExtractor::AcceptShaderMaterialArgument(techset::ShaderSelector shader,
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techset::ShaderArgument shaderArgument,
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techset::ShaderArgumentMaterialSource source,
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std::string& errorMessage)
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{
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return true;
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}
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bool StateMapFromTechniqueExtractor::AcceptVertexStreamRouting(const std::string& destination, const std::string& source, std::string& errorMessage)
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{
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return true;
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}
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