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DX11: Fix mipmaps. Someone forgot creating them at the proper time ;P
DX11: Fix a DX11 debug runtime error caused by the vertex shader output signature and the pixel shader input signature not matching if per-pixel lighting is disabled. Someone forgot disabling those pixel shader parameters ;P DX11: Enable use of dynamic textures wherever possible. DX9: Remove two unnecessary TODOs. Someone forgot removing those since they've been obsolete for a long time ;P Anyway, at least working mipmaps and dynamic textures should increase DX11 performance a bit. And "a bit" is more than my usual "marginally" ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6473 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -61,7 +61,7 @@ public:
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virtual bool Save(const char filename[]) = 0;
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virtual void Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level) = 0;
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unsigned int expanded_width, unsigned int level, bool autogen_mips = false) = 0;
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virtual void FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
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unsigned int cbufid, const float *colmat, const EFBRectangle &source_rect,
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bool bIsIntensityFmt, u32 copyfmt) = 0;
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