diff options
| author | NeoBrainX <NeoBrainX@googlemail.com> | 2010-11-27 11:11:05 +0000 |
|---|---|---|
| committer | NeoBrainX <NeoBrainX@googlemail.com> | 2010-11-27 11:11:05 +0000 |
| commit | 7698d85a8ef19cf5a6ea830b3909bcd9db4b5b5f (patch) | |
| tree | 14b33b9dc12d08f8e9ead87144b3bed530b1468f /Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp | |
| parent | 5340b4cb9524990badefe40c71c7b3e1a8b746bd (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/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp')
| -rw-r--r-- | Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp index 9411ecec7c..4de1b07f7d 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp @@ -139,11 +139,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB D3D::SetPointCopySampler(); D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), NULL); - + D3D::drawShadedTexQuad( - (bFromZBuffer) ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() : FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(), + (bFromZBuffer) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(), &sourcerect, Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), - (bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), + (bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); |
