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A couple of D3D11 fixes.
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3 changed files with 2 additions and 2 deletions
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@ -150,7 +150,6 @@ void GPU_D3D11::CheckGPUFeatures() {
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features |= GPU_SUPPORTS_TEXTURE_FLOAT;
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features |= GPU_SUPPORTS_INSTANCE_RENDERING;
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features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
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features |= GPU_SUPPORTS_FRAMEBUFFER_BLIT;
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uint32_t fmt4444 = draw_->GetDataFormatSupport(Draw::DataFormat::A4R4G4B4_UNORM_PACK16);
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uint32_t fmt1555 = draw_->GetDataFormatSupport(Draw::DataFormat::A1R5G5B5_UNORM_PACK16);
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@ -387,6 +387,7 @@ void TextureCacheD3D11::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer,
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context_->PSSetSamplers(0, 1, &stockD3D11.samplerPoint2DWrap);
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shaderApply.Shade();
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context_->PSSetShaderResources(0, 1, &nullTexture); // Make D3D11 validation happy. Really of no consequence since we rebind anyway.
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framebufferManagerD3D11_->RebindFramebuffer("RebindFramebuffer - ApplyTextureFramebuffer");
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draw_->BindFramebufferAsTexture(depalFBO, 0, Draw::FB_COLOR_BIT, 0);
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@ -1 +1 @@
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Subproject commit d5a2a51942377820764604d9bb424fa9a879c4bd
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Subproject commit 1c64b8fbd3cb6bd87935eb53f302f7de6f86e209
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