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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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@ -46,9 +46,10 @@ private:
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void Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int levels, bool autogen_mips = false);
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void FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
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unsigned int cbufid, const float* colmat, const EFBRectangle &source_rect,
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bool bIsIntensityFmt, u32 copyfmt);
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void FromRenderTarget(u32 dstAddr, unsigned int dstFormat,
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unsigned int srcFormat, const EFBRectangle& srcRect,
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bool isIntensity, bool scaleByHalf, unsigned int cbufid,
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const float *colmat);
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void Bind(unsigned int stage);
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bool Save(const char filename[]);
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