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DX11:
- Speed up MSAA by using custom resolve shaders instead of ID3D11DeviceContext::ResolveSubresource(). - Fix EFB access when MSAA is enabled. - Implement the "force linear filtering" option. - Compile shaders using shader model 4.1 or 5.0 if available. - Some minor cleanups. Who cares about DX9 and OGL anyway :P git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6481 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -235,7 +235,6 @@ HRESULT Create(HWND wnd)
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aa_modes.clear();
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EnumAAModes(adapter, aa_modes);
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// this will need to be changed once multisampling gets implemented
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DXGI_SWAP_CHAIN_DESC swap_chain_desc;
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memset(&swap_chain_desc, 0, sizeof(swap_chain_desc));
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swap_chain_desc.BufferCount = 1;
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@ -337,8 +336,19 @@ void Close()
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}
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/* just returning the 4_0 ones here */
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const char* VertexShaderVersionString() { return "vs_4_0"; }
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const char* PixelShaderVersionString() { return "ps_4_0"; }
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const char* VertexShaderVersionString()
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{
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if(featlevel == D3D_FEATURE_LEVEL_11_0) return "vs_5_0";
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else if(featlevel == D3D_FEATURE_LEVEL_10_1) return "vs_4_1";
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else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "vs_4_0";
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}
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const char* PixelShaderVersionString()
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{
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if(featlevel == D3D_FEATURE_LEVEL_11_0) return "ps_5_0";
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else if(featlevel == D3D_FEATURE_LEVEL_10_1) return "ps_4_1";
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else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "ps_4_0";
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}
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D3DTexture2D* &GetBackBuffer() { return backbuf; }
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unsigned int GetBackBufferWidth() { return xres; }
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@ -352,11 +362,11 @@ unsigned int GetMaxTextureSize()
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switch (featlevel)
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{
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case D3D_FEATURE_LEVEL_11_0:
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return 16384;
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return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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case D3D_FEATURE_LEVEL_10_1:
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case D3D_FEATURE_LEVEL_10_0:
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return 8192;
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return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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case D3D_FEATURE_LEVEL_9_3:
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return 4096;
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