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DX11:
Cleanups, documentation, ... Theoretically enable anisotropic filtering if selected in the config, not sure if it works though. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5761 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -347,7 +347,6 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
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return &entry;
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}
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// TODO: this doesn't work quite right, yet
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void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, unsigned int bScaleByHalf, const EFBRectangle &source_rect)
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{
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int efb_w = source_rect.GetWidth();
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