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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
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11 changed files with 156 additions and 60 deletions
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@ -172,7 +172,7 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc, int width, int height) const
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{
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D3D::drawShadedTexSubQuad(tex->GetSRV(), &sourcerc,
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texWidth, texHeight, &drawrc, PixelShaderCache::GetColorCopyProgram(),
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texWidth, texHeight, &drawrc, PixelShaderCache::GetColorCopyProgram(false),
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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}
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@ -193,7 +193,7 @@ void XFBSource::CopyEFB()
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
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Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
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PixelShaderCache::GetColorCopyProgram(), VertexShaderCache::GetSimpleVertexShader(),
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PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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