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DX11: Disable MSAA when using a GPU which only supports D3D 10.0.
10.0 level hardware can't create multisampled depth buffers which can be bound as shader resources as well, but we need that for e.g. EFB access or EFB copies. Only multisampling the color buffer doesn't work either since color and depth targets must be using the same sample count. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6491 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -138,23 +138,30 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con
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const wxString af_choices[] = {wxT("1x"), wxT("2x"), wxT("4x"), wxT("8x"), wxT("16x")};
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szr_enh->Add(new SettingChoice(page_general, vconfig.iMaxAnisotropy, 5, af_choices));
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wxStaticText* const text_aamode = new wxStaticText(page_general, -1, wxT("Anti-Aliasing:"));
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szr_enh->Add(text_aamode, 1, wxALIGN_CENTER_VERTICAL, 0);
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SettingChoice* const choice_aamode = new SettingChoice(page_general, vconfig.iMultisampleMode);
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if (vconfig.backend_info.AAModes.size())
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{
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szr_enh->Add(new wxStaticText(page_general, -1, wxT("Anti-Aliasing:")), 1, wxALIGN_CENTER_VERTICAL, 0);
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SettingChoice *const choice_aamode = new SettingChoice(page_general, vconfig.iMultisampleMode);
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std::vector<std::string>::const_iterator
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it = vconfig.backend_info.AAModes.begin(),
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itend = vconfig.backend_info.AAModes.end();
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for (; it != itend; ++it)
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choice_aamode->AppendString(wxString::FromAscii(it->c_str()));
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choice_aamode->Select(vconfig.iMultisampleMode);
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szr_enh->Add(choice_aamode);
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}
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else
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{
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choice_aamode->AppendString(wxString::FromAscii("(not supported)"));
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vconfig.iMultisampleMode = 0;
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choice_aamode->Disable();
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text_aamode->Disable();
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}
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choice_aamode->Select(vconfig.iMultisampleMode);
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szr_enh->Add(choice_aamode);
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szr_enh->Add(new SettingCheckBox(page_general, wxT("Load Native Mipmaps"), vconfig.bUseNativeMips));
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szr_enh->Add(new SettingCheckBox(page_general, wxT("EFB Scaled Copy"), vconfig.bCopyEFBScaled));
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szr_enh->Add(new SettingCheckBox(page_general, wxT("Pixel Lighting"), vconfig.bEnablePixelLigting));
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