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VideoCommon: Drop D3D9 SSAA implementation
This isn't needed for both OGL+D3D11 as they support sample shading directly. So we could use the common MSAA util shaders instead of writing custom ones.
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@ -118,7 +118,7 @@ public:
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protected:
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static void CalculateTargetScale(int x, int y, int &scaledX, int &scaledY);
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static bool CalculateTargetSize(unsigned int framebuffer_width, unsigned int framebuffer_height, int multiplier = 1);
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static bool CalculateTargetSize(unsigned int framebuffer_width, unsigned int framebuffer_height);
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static void CheckFifoRecording();
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static void RecordVideoMemory();
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@ -159,7 +159,6 @@ private:
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static unsigned int efb_scale_numeratorY;
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static unsigned int efb_scale_denominatorX;
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static unsigned int efb_scale_denominatorY;
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static unsigned int ssaa_multiplier;
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};
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extern Renderer *g_renderer;
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