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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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@ -35,11 +35,13 @@ public:
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
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static bool InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen);
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static ID3D11PixelShader* GetColorMatrixProgram();
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static ID3D11PixelShader* GetColorCopyProgram();
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static ID3D11PixelShader* GetDepthMatrixProgram();
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static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
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static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetClearProgram();
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static void InvalidateMSAAShaders();
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private:
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struct PSCacheEntry
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{
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