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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/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp
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/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp6
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());