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corrected depth copy shader in dx9/dx11 to improve accuracy when doing efb to texture for depth formats
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6751 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -360,7 +360,6 @@ void BPWritten(const BPCmd& bp)
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// ----------------------------------
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// Display Copy Filtering Control - GX_SetCopyFilter(u8 aa,u8 sample_pattern[12][2],u8 vf,u8 vfilter[7])
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// Fields: Destination, Frame2Field, Gamma, Source
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// TODO: We might have to implement the gamma one, some games might need this, if they are too dark to see.
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// ----------------------------------
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case BPMEM_DISPLAYCOPYFILER: // if (aa) { use sample_pattern } else { use 666666 }
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case BPMEM_DISPLAYCOPYFILER+1: // if (aa) { use sample_pattern } else { use 666666 }
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@ -428,6 +428,8 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer,
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switch(copyfmt)
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{
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case 0: // Z4
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colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1;
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break;
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case 1: // Z8
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case 8: // Z8
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colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
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@ -474,7 +476,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer,
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cbufid = 12;
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break;
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case 3: // Z16 //?
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case 3: // Z16
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colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
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cbufid = 13;
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break;
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