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authorTony Wasserka <neobrainx@gmail.com>2014-04-27 16:09:02 +0200
committerTony Wasserka <neobrainx@gmail.com>2014-04-27 16:09:02 +0200
commita40ea4e26ace3a56c6bcc2f4dc2b075a3ecf0ae0 (patch)
tree6389779500e0735bca36ceca40dfb0604578181c
parentaef24d509b6e35563be985b6367b51e8ab541649 (diff)
parentf9d2f7e88cc4d31203c072d3267cfd80a701d7d6 (diff)
Merge pull request #236 from magumagu/d3d11-fix-peekz
D3D11: Use appropriate shader for PEEK_Z.
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index f890726e35..8bbe0659af 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -391,7 +391,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
&RectToLock,
Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
- PixelShaderCache::GetDepthMatrixProgram(true),
+ PixelShaderCache::GetColorCopyProgram(true),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());