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7698d85a8e
- 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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.. | ||
W32Util | ||
D3DBase.cpp | ||
D3DBase.h | ||
D3DBlob.cpp | ||
D3DBlob.h | ||
D3DShader.cpp | ||
D3DShader.h | ||
D3DTexture.cpp | ||
D3DTexture.h | ||
D3DUtil.cpp | ||
D3DUtil.h | ||
EmuWindow.cpp | ||
EmuWindow.h | ||
FramebufferManager.cpp | ||
FramebufferManager.h | ||
GfxState.cpp | ||
GfxState.h | ||
Globals.h | ||
main.cpp | ||
main.h | ||
NativeVertexFormat.cpp | ||
PixelShaderCache.cpp | ||
PixelShaderCache.h | ||
Render.cpp | ||
Render.h | ||
stdafx.cpp | ||
stdafx.h | ||
TextureCache.cpp | ||
TextureCache.h | ||
VertexManager.cpp | ||
VertexManager.h | ||
VertexShaderCache.cpp | ||
VertexShaderCache.h |