static bool xdk_renderchain_init_shader(void *data, void *renderchain_data)
{
   d3d_video_t        *d3d = (d3d_video_t*)data;
#if defined(HAVE_HLSL)
   const char *shader_path = NULL;
   settings_t *settings    = config_get_ptr();
#endif
   (void)renderchain_data;

   if (!d3d)
      return false;

#if defined(HAVE_HLSL)
   RARCH_LOG("D3D]: Using HLSL shader backend.\n");
   shader_path = settings->video.shader_path;
   const shader_backend_t *shader = &hlsl_backend;

   return video_shader_driver_init(hlsl_backend, d3d, shader_path); 
#endif

   return true;
}
static bool hlsl_d3d9_renderchain_init_shader(void *data, 
      void *renderchain_data)
{
   video_shader_ctx_init_t init;
   bool ret                       = false;
   d3d_video_t        *d3d        = (d3d_video_t*)data;
   settings_t *settings           = config_get_ptr();
   (void)renderchain_data;

   if (!d3d)
      return false;

   init.shader_type               = RARCH_SHADER_HLSL;
   init.data                      = data;
   init.path                      = settings->paths.path_shader;
   init.shader                    = &hlsl_backend;

   RARCH_LOG("D3D]: Using HLSL shader backend.\n");

   ret = video_shader_driver_init(&init);

   return ret;
}