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Merge pull request #3035 from aserna3/SSAAImprovements
Improved OGL and D3D's AA options in UI
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@ -178,13 +178,13 @@ std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter)
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{
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UINT quality_levels = 0;
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_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples, &quality_levels);
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DXGI_SAMPLE_DESC desc;
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desc.Count = samples;
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desc.Quality = 0;
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if (quality_levels > 0)
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{
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DXGI_SAMPLE_DESC desc;
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desc.Count = samples;
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for (desc.Quality = 0; desc.Quality < quality_levels; ++desc.Quality)
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_aa_modes.push_back(desc);
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}
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_aa_modes.push_back(desc);
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}
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_context->Release();
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_device->Release();
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@ -106,16 +106,10 @@ void InitBackendInfo()
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{
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std::string samples;
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std::vector<DXGI_SAMPLE_DESC> modes = DX11::D3D::EnumAAModes(ad);
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// First iteration will be 1. This equals no AA.
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for (unsigned int i = 0; i < modes.size(); ++i)
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{
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if (i == 0)
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samples = _trans("None");
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else if (modes[i].Quality)
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samples = StringFromFormat(_trans("%d samples (quality level %d)"), modes[i].Count, modes[i].Quality);
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else
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samples = StringFromFormat(_trans("%d samples"), modes[i].Count);
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g_Config.backend_info.AAModes.push_back(samples);
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g_Config.backend_info.AAModes.push_back(modes[i].Count);
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}
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bool shader_model_5_supported = (DX11::D3D::GetFeatureLevel(ad) >= D3D_FEATURE_LEVEL_11_0);
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