forked from MoonsideGames/Refresh
				
			Implement CreateShaderModule
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					@ -874,8 +874,20 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
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	Refresh_Renderer *driverData,
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						Refresh_Renderer *driverData,
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	Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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						Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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) {
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					) {
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	NOT_IMPLEMENTED
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						D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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	return NULL;
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						D3D11ShaderModule *shaderModule = (D3D11ShaderModule*) SDL_malloc(sizeof(D3D11ShaderModule));
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						/* We don't know whether this is a vertex or fragment shader,
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						 * so wait to compile until we bind to a pipeline...
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						 */
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						shaderModule->shader = NULL;
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						shaderModule->blob = NULL;
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						shaderModule->shaderSourceLength = shaderModuleCreateInfo->codeSize;
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						shaderModule->shaderSource = (char*) SDL_malloc(shaderModule->shaderSourceLength);
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						SDL_memcpy(shaderModule->shaderSource, shaderModuleCreateInfo->byteCode, shaderModuleCreateInfo->codeSize);
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						return (Refresh_ShaderModule*) shaderModule;
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}
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					}
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static Refresh_Texture* D3D11_CreateTexture(
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					static Refresh_Texture* D3D11_CreateTexture(
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