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DX11: Fix mipmaps. Someone forgot creating them at the proper time ;P
DX11: Fix a DX11 debug runtime error caused by the vertex shader output signature and the pixel shader input signature not matching if per-pixel lighting is disabled. Someone forgot disabling those pixel shader parameters ;P DX11: Enable use of dynamic textures wherever possible. DX9: Remove two unnecessary TODOs. Someone forgot removing those since they've been obsolete for a long time ;P Anyway, at least working mipmaps and dynamic textures should increase DX11 performance a bit. And "a bit" is more than my usual "marginally" ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6473 8ced0084-cf51-0410-be5f-012b33b47a6e
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11 changed files with 29 additions and 27 deletions
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@ -64,9 +64,10 @@ bool TextureCache::TCacheEntry::Save(const char filename[])
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}
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void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level)
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unsigned int expanded_width, unsigned int level, bool autogen_mips)
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{
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D3D::ReplaceTexture2D(texture, temp, width, height, expanded_width, d3d_fmt, swap_r_b, level);
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// D3D9 will automatically generate mip maps if necessary
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}
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void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
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