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PixelShaderGen: For custom textures and scaled EFB copies, use correct texel to pixel mapping when sampling textures
(D3D9 only)
This is basically the same as revision e58692653a
, just for scaled textures and with a LOT more work...
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@ -26,18 +26,20 @@
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class PixelShaderManager
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{
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static void SetPSTextureDims(int texid);
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static void SetPSVirtualTexScalePair(int texpairid);
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public:
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static void Init();
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static void Dirty();
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static void Shutdown();
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static void SetConstants(); // sets pixel shader constants
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static void SetConstants(API_TYPE api_type); // sets pixel shader constants
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// constant management, should be called after memory is committed
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static void SetColorChanged(int type, int index, bool high);
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static void SetAlpha(const AlphaFunc& alpha);
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static void SetDestAlpha(const ConstantAlpha& alpha);
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static void SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt);
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static void SetTexDims(int texmapid, u32 width, u32 height, u32 virtual_width, u32 virtual_height, u32 wraps, u32 wrapt, API_TYPE api_type);
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static void SetZTextureBias(u32 bias);
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static void SetViewportChanged();
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static void SetIndMatrixChanged(int matrixidx);
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