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https://github.com/dolphin-emu/dolphin.git
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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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@ -1,65 +1,65 @@
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _TELEVISION_H
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#define _TELEVISION_H
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#include "VideoCommon.h"
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struct ID3D11Texture2D;
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struct ID3D11ShaderResourceView;
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struct ID3D11PixelShader;
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namespace DX11
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{
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class Television
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{
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public:
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Television();
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void Init();
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void Shutdown();
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// Submit video data to be drawn. This will change the current state of the
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// TV. xfbAddr points to YUYV data stored in GameCube/Wii RAM, but the XFB
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// may be virtualized when rendering so the RAM may not actually be read.
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void Submit(u32 xfbAddr, u32 width, u32 height);
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// Render the current state of the TV.
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void Render();
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private:
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// Properties of last Submit call
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u32 m_curAddr;
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u32 m_curWidth;
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u32 m_curHeight;
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// Used for real XFB mode
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ID3D11Texture2D* m_yuyvTexture;
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ID3D11ShaderResourceView* m_yuyvTextureSRV;
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ID3D11PixelShader* m_pShader;
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};
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}
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#endif
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _TELEVISION_H
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#define _TELEVISION_H
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#include "VideoCommon.h"
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struct ID3D11Texture2D;
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struct ID3D11ShaderResourceView;
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struct ID3D11PixelShader;
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namespace DX11
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{
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class Television
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{
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public:
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Television();
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void Init();
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void Shutdown();
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// Submit video data to be drawn. This will change the current state of the
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// TV. xfbAddr points to YUYV data stored in GameCube/Wii RAM, but the XFB
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// may be virtualized when rendering so the RAM may not actually be read.
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void Submit(u32 xfbAddr, u32 width, u32 height);
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// Render the current state of the TV.
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void Render();
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private:
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// Properties of last Submit call
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u32 m_curAddr;
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u32 m_curWidth;
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u32 m_curHeight;
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// Used for real XFB mode
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ID3D11Texture2D* m_yuyvTexture;
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ID3D11ShaderResourceView* m_yuyvTextureSRV;
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ID3D11PixelShader* m_pShader;
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};
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}
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#endif
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