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Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7253 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -77,12 +77,14 @@ void SetColorMask(const BPCmd &bp)
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g_renderer->SetColorMask();
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}
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void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const int &scaleByHalf)
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void CopyEFB(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat,
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const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
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{
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// bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
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if (g_ActiveConfig.bEFBCopyEnable)
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{
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TextureCache::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, !!scaleByHalf, rc);
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TextureCache::CopyRenderTargetToTexture(dstAddr, dstFormat, srcFormat,
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srcRect, isIntensity, scaleByHalf);
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}
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}
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