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GPU: Implement support for multisample antialiasing
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@ -65,11 +65,6 @@ private:
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void SetScissor(u32 x, u32 y, u32 width, u32 height);
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void SetViewportAndScissor(u32 x, u32 y, u32 width, u32 height);
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/// Blits from src to dst, downscaling or upscaling in the process.
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void BlitTexture(ID3D11RenderTargetView* dst, u32 dst_x, u32 dst_y, u32 dst_width, u32 dst_height,
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ID3D11ShaderResourceView* src, u32 src_x, u32 src_y, u32 src_width, u32 src_height,
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u32 src_texture_width, u32 src_texture_height, bool linear_filter);
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void DrawUtilityShader(ID3D11PixelShader* shader, const void* uniforms, u32 uniforms_size);
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ComPtr<ID3D11Device> m_device;
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@ -94,6 +89,7 @@ private:
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ComPtr<ID3D11ShaderResourceView> m_texture_stream_buffer_srv_r16ui;
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ComPtr<ID3D11RasterizerState> m_cull_none_rasterizer_state;
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ComPtr<ID3D11RasterizerState> m_cull_none_rasterizer_state_no_msaa;
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ComPtr<ID3D11DepthStencilState> m_depth_disabled_state;
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ComPtr<ID3D11DepthStencilState> m_depth_test_always_state;
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