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Second Experimental commit:
corrected peek color and peek z to correctly emulate real hardware formats. implements native gamma correction.(i don't own any game that uses this functionality so i will appreciate feedback) i need a lot of feedback in this changes please enjoy git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6664 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -70,7 +70,8 @@ namespace D3D
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int SourceHeight,
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* VShader,
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ID3D11InputLayout* layout);
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ID3D11InputLayout* layout,
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float Gamma = 1.0f);
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void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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const MathUtil::Rectangle<float>* rSource,
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int SourceWidth,
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@ -78,7 +79,8 @@ namespace D3D
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const MathUtil::Rectangle<float>* rDest,
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* Vshader,
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ID3D11InputLayout* layout);
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ID3D11InputLayout* layout,
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float Gamma = 1.0f);
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void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout);
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
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}
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