First version of MSAA code added. No UI yet. No CSAA yet. Doesn't work in Zeldas and Metroids for unknown reason.
Automatic texture invalidation when using copy efb to ram (fixes weird flickery scanner in metroid 2). git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2617 8ced0084-cf51-0410-be5f-012b33b47a6e
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@@ -109,7 +109,7 @@ FRAGMENTSHADER* PixelShaderCache::GetShader()
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{
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DVSTARTPROFILE();
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PIXELSHADERUID uid;
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u32 zbufrender = (Renderer::GetFakeZTarget() && bpmem.zmode.updateenable) ? 1 : 0;
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u32 zbufrender = (Renderer::UseFakeZTarget() && bpmem.zmode.updateenable) ? 1 : 0;
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u32 zBufRenderToCol0 = Renderer::GetRenderMode() != Renderer::RM_Normal;
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GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), zbufrender, zBufRenderToCol0);
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@@ -127,7 +127,7 @@ FRAGMENTSHADER* PixelShaderCache::GetShader()
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PSCacheEntry& newentry = pshaders[uid];
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const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(),
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Renderer::GetFakeZTarget() != 0,
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Renderer::UseFakeZTarget(),
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Renderer::GetRenderMode() != Renderer::RM_Normal);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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