VideoCommon: Drop D3D9 SSAA implementation

This isn't needed for both OGL+D3D11 as they support sample shading directly. So we
could use the common MSAA util shaders instead of writing custom ones.
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degasus committed 2013-10-29 18:20:07 +01:00
1 parent c8d7db9767
commit b253d60f04
2 files changed
+7 -13

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@@ -118,7 +118,7 @@ public:
protected:
static void CalculateTargetScale(int x, int y, int &scaledX, int &scaledY);
static bool CalculateTargetSize(unsigned int framebuffer_width, unsigned int framebuffer_height, int multiplier = 1);
static bool CalculateTargetSize(unsigned int framebuffer_width, unsigned int framebuffer_height);
static void CheckFifoRecording();
static void RecordVideoMemory();
@@ -159,7 +159,6 @@ private:
static unsigned int efb_scale_numeratorY;
static unsigned int efb_scale_denominatorX;
static unsigned int efb_scale_denominatorY;
static unsigned int ssaa_multiplier;
};
extern Renderer *g_renderer;