mirror of https://github.com/PCSX2/pcsx2.git
adding a missing file
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4313 96395faa-99c1-11dd-bbfe-3dabce05a288
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/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSdx.h"
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#include "GSDeviceDX.h"
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GSDeviceDX::GSDeviceDX()
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{
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m_msaa = theApp.GetConfig("msaa", 0);
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m_msaa_desc.Count = 1;
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m_msaa_desc.Quality = 0;
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}
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GSDeviceDX::~GSDeviceDX()
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{
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}
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GSTexture* GSDeviceDX::Fetch(int type, int w, int h, bool msaa, int format)
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{
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if(m_msaa < 2)
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{
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msaa = false;
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}
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return __super::Fetch(type, w, h, msaa, format);
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}
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bool GSDeviceDX::SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode)
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{
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m_shader.level = level;
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switch(level)
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{
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case D3D_FEATURE_LEVEL_9_1:
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case D3D_FEATURE_LEVEL_9_2:
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m_shader.model = "0x200";
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m_shader.vs = compat_mode ? "vs_4_0_level_9_1" : "vs_2_0";
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m_shader.ps = compat_mode ? "ps_4_0_level_9_1" : "ps_2_0";
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break;
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case D3D_FEATURE_LEVEL_9_3:
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m_shader.model = "0x300";
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m_shader.vs = compat_mode ? "vs_4_0_level_9_3" : "vs_3_0";
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m_shader.ps = compat_mode ? "ps_4_0_level_9_3" : "ps_3_0";
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break;
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case D3D_FEATURE_LEVEL_10_0:
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m_shader.model = "0x400";
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m_shader.vs = "vs_4_0";
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m_shader.gs = "gs_4_0";
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m_shader.ps = "ps_4_0";
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break;
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case D3D_FEATURE_LEVEL_10_1:
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m_shader.model = "0x401";
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m_shader.vs = "vs_4_1";
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m_shader.gs = "gs_4_1";
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m_shader.ps = "ps_4_1";
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break;
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case D3D_FEATURE_LEVEL_11_0:
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m_shader.model = "0x500";
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m_shader.vs = "vs_5_0";
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m_shader.gs = "gs_5_0";
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m_shader.ps = "ps_5_0";
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break;
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default:
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ASSERT(0);
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return false;
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}
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return true;
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}
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