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DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7340 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -415,7 +415,6 @@ void Close()
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UnloadDXGI();
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}
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/* just returning the 4_0 ones here */
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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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@ -423,6 +422,13 @@ const char* VertexShaderVersionString()
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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* GeometryShaderVersionString()
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{
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if(featlevel == D3D_FEATURE_LEVEL_11_0) return "gs_5_0";
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else if(featlevel == D3D_FEATURE_LEVEL_10_1) return "gs_4_1";
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else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "gs_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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