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D3D: Eliminate black borders, add 4:3 and 16:9 settings, and the widescreen hack. Unfortunately this temporarily breaks MSAA (in d3d only) until I have time to fix it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4263 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -94,19 +94,24 @@ void SetMultiVSConstant4fv(int const_number, int count, const float *f)
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void VertexShaderCache::Init()
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{
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//memset(lastVSconstants,0xFF,(C_FOGPARAMS+8)*4*sizeof(float)); // why does this not work
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//memset(lastVSconstants,0xFF,sizeof(lastVSconstants));
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for( int i=0;i<(C_FOGPARAMS+8)*4;i++)
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lastVSconstants[i/4][i%4] = -100000000.0f;
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memset(&last_vertex_shader_uid,0xFF,sizeof(last_vertex_shader_uid));
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Clear();
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}
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void VertexShaderCache::Clear()
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{
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VSCache::iterator iter = vshaders.begin();
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for (; iter != vshaders.end(); ++iter)
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iter->second.Destroy();
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vshaders.clear();
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for (int i = 0; i < (C_FOGPARAMS + 8) * 4; i++)
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lastVSconstants[i / 4][i % 4] = -100000000.0f;
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memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
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}
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void VertexShaderCache::Shutdown()
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{
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VSCache::iterator iter = vshaders.begin();
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for (; iter != vshaders.end(); iter++)
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iter->second.Destroy();
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vshaders.clear();
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Clear();
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}
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bool VertexShaderCache::SetShader(u32 components)
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