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fixed some glitches caused by SSAA when resolving the supersampled efb to Textures.
improve speed a little in games that have large viewports. please test and let me know the results git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5009 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -371,16 +371,16 @@ void drawShadedTexQuad(IDirect3DTexture9 *texture,
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float v1=((float)rSource->top + 0.5f) * sh;
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float v2=((float)rSource->bottom + 0.5f) * sh;
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struct Q2DVertex { float x,y,z,rhw,u,v,w,h; } coords[4] = {
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{-1.0f, 1.0f, 0.0f,1.0f, u1, v1, sw, sh},
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{ 1.0f, 1.0f, 0.0f,1.0f, u2, v1, sw, sh},
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{ 1.0f,-1.0f, 0.0f,1.0f, u2, v2, sw, sh},
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{-1.0f,-1.0f, 0.0f,1.0f, u1, v2, sw, sh}
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struct Q2DVertex { float x,y,z,rhw,u,v,w,h,L,T,R,B; } coords[4] = {
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{-1.0f, 1.0f, 0.0f,1.0f, u1, v1, sw, sh,u1,v1,u2,v2},
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{ 1.0f, 1.0f, 0.0f,1.0f, u2, v1, sw, sh,u1,v1,u2,v2},
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{ 1.0f,-1.0f, 0.0f,1.0f, u2, v2, sw, sh,u1,v1,u2,v2},
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{-1.0f,-1.0f, 0.0f,1.0f, u1, v2, sw, sh,u1,v1,u2,v2}
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};
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dev->SetVertexShader(Vshader);
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dev->SetPixelShader(PShader);
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D3D::SetTexture(0, texture);
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dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX2);
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dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE4(2));
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dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
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RestoreShaders();
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}
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