- 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
This commit is contained in:
NeoBrainX
2010-11-27 11:11:05 +00:00
parent 5340b4cb95
commit 7698d85a8e
11 changed files with 156 additions and 60 deletions

View File

@ -235,7 +235,6 @@ HRESULT Create(HWND wnd)
aa_modes.clear();
EnumAAModes(adapter, aa_modes);
// this will need to be changed once multisampling gets implemented
DXGI_SWAP_CHAIN_DESC swap_chain_desc;
memset(&swap_chain_desc, 0, sizeof(swap_chain_desc));
swap_chain_desc.BufferCount = 1;
@ -337,8 +336,19 @@ void Close()
}
/* just returning the 4_0 ones here */
const char* VertexShaderVersionString() { return "vs_4_0"; }
const char* PixelShaderVersionString() { return "ps_4_0"; }
const char* VertexShaderVersionString()
{
if(featlevel == D3D_FEATURE_LEVEL_11_0) return "vs_5_0";
else if(featlevel == D3D_FEATURE_LEVEL_10_1) return "vs_4_1";
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "vs_4_0";
}
const char* PixelShaderVersionString()
{
if(featlevel == D3D_FEATURE_LEVEL_11_0) return "ps_5_0";
else if(featlevel == D3D_FEATURE_LEVEL_10_1) return "ps_4_1";
else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "ps_4_0";
}
D3DTexture2D* &GetBackBuffer() { return backbuf; }
unsigned int GetBackBufferWidth() { return xres; }
@ -352,11 +362,11 @@ unsigned int GetMaxTextureSize()
switch (featlevel)
{
case D3D_FEATURE_LEVEL_11_0:
return 16384;
return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return 8192;
return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
case D3D_FEATURE_LEVEL_9_3:
return 4096;