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authorNeoBrainX <NeoBrainX@googlemail.com>2010-11-27 11:11:05 +0000
committerNeoBrainX <NeoBrainX@googlemail.com>2010-11-27 11:11:05 +0000
commit7698d85a8ef19cf5a6ea830b3909bcd9db4b5b5f (patch)
tree14b33b9dc12d08f8e9ead87144b3bed530b1468f /Source/Core
parent5340b4cb9524990badefe40c71c7b3e1a8b746bd (diff)
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
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/VideoCommon/Src/VideoCommon.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/Src/VideoCommon.h b/Source/Core/VideoCommon/Src/VideoCommon.h
index 43cac32e74..3dddf0420b 100644
--- a/Source/Core/VideoCommon/Src/VideoCommon.h
+++ b/Source/Core/VideoCommon/Src/VideoCommon.h
@@ -146,8 +146,6 @@ struct TargetRectangle : public MathUtil::Rectangle<int>
#define LOG_VTX()
-bool IsD3D();
-
typedef enum
{
API_OPENGL,