- 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

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