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normalize the efb to texture process for color textures to make it work the same in all the plugins and with the same accuracy as real hardware (almost :))
please test for regressions and fixes. some little changes to make pixel shader more dx9 sm2.0 friendly. the condition is not to use pixel lighting ( sorry no hardware support for the quantity of parameters needed). git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6777 8ced0084-cf51-0410-be5f-012b33b47a6e
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14 changed files with 185 additions and 181 deletions
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@ -43,7 +43,7 @@
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namespace DX11
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{
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#define MAX_COPY_BUFFERS 21
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#define MAX_COPY_BUFFERS 24
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ID3D11Buffer* efbcopycbuf[MAX_COPY_BUFFERS] = {};
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TextureCache::TCacheEntry::~TCacheEntry()
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@ -120,7 +120,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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// set transformation
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if (NULL == efbcopycbuf[cbufid])
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{
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const D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
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const D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
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D3D11_SUBRESOURCE_DATA data;
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data.pSysMem = colmat;
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HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &efbcopycbuf[cbufid]);
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