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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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@ -1265,10 +1265,8 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
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HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), NULL, &newShader);
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CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
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m_staticShaders[key] = newShader;
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it = m_staticShaders.insert(std::make_pair(key, newShader)).first;
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bytecode->Release();
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it = m_staticShaders.find(key);
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}
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if (it != m_staticShaders.end())
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