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authorScott Mansell <phiren@gmail.com>2015-12-19 01:37:10 +1300
committerScott Mansell <phiren@gmail.com>2015-12-19 01:37:10 +1300
commitebe3c49c5f65d4da1762bb51071044c94fd92c18 (patch)
tree9bab8b73ae9a18a7a405d692b2c92ca2c38522fb /Source/Core/VideoBackends/D3D/FramebufferManager.cpp
parent7a78df2624f09c61c111a91c698ca122efd4967d (diff)
parente26d9f7c35b0a84e6ae7181e0a6b9bf7568dea7b (diff)
Merge pull request #3332 from degasus/master
MSAA: Store samples in ini files.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/FramebufferManager.cpp10
1 files changed, 6 insertions, 4 deletions
diff --git a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp
index f9f798f262..c4881ec0f2 100644
--- a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp
+++ b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp
@@ -30,7 +30,7 @@ ID3D11Texture2D* &FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.
D3DTexture2D* &FramebufferManager::GetResolvedEFBColorTexture()
{
- if (g_ActiveConfig.iMultisampleMode)
+ if (g_ActiveConfig.iMultisamples > 1)
{
for (int i = 0; i < m_efb.slices; i++)
D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), D3D11CalcSubresource(0, i, 1), m_efb.color_tex->GetTex(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM);
@@ -42,7 +42,7 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBColorTexture()
D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
{
- if (g_ActiveConfig.iMultisampleMode)
+ if (g_ActiveConfig.iMultisamples > 1)
{
for (int i = 0; i < m_efb.slices; i++)
D3D::context->ResolveSubresource(m_efb.resolved_depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), m_efb.depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
@@ -64,7 +64,9 @@ FramebufferManager::FramebufferManager()
{
m_target_width = 1;
}
- DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode);
+ DXGI_SAMPLE_DESC sample_desc;
+ sample_desc.Count = g_ActiveConfig.iMultisamples;
+ sample_desc.Quality = 0;
ID3D11Texture2D* buf;
D3D11_TEXTURE2D_DESC texdesc;
@@ -125,7 +127,7 @@ FramebufferManager::FramebufferManager()
CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
- if (g_ActiveConfig.iMultisampleMode)
+ if (g_ActiveConfig.iMultisamples > 1)
{
// Framebuffer resolve textures (color+depth)
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);