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DX11:
- Speed up MSAA by using custom resolve shaders instead of ID3D11DeviceContext::ResolveSubresource(). - Fix EFB access when MSAA is enabled. - Implement the "force linear filtering" option. - Compile shaders using shader model 4.1 or 5.0 if available. - Some minor cleanups. Who cares about DX9 and OGL anyway :P git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6481 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -139,11 +139,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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D3D::SetPointCopySampler();
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D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), NULL);
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D3D::drawShadedTexQuad(
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(bFromZBuffer) ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() : FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(),
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(bFromZBuffer) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(),
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&sourcerect, Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
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(bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(),
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(bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true),
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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