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Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7253 8ced0084-cf51-0410-be5f-012b33b47a6e
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19 changed files with 1687 additions and 112 deletions
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@ -45,7 +45,8 @@ void SetBlendMode(const BPCmd &bp);
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void SetDitherMode(const BPCmd &bp);
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void SetLogicOpMode(const BPCmd &bp);
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void SetColorMask(const BPCmd &bp);
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void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const int &scaleByHalf);
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void CopyEFB(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat,
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const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf);
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void ClearScreen(const BPCmd &bp, const EFBRectangle &rc);
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void OnPixelFormatChange(const BPCmd &bp);
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u8 *GetPointer(const u32 &address);
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