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authormr.greywater <mr.greywater@googlemail.com>2015-02-08 16:58:04 +0100
committermr.greywater <mr.greywater@googlemail.com>2015-02-08 21:03:15 +0100
commit2434b531f3d0051b886211e84cd43b4deb7990e6 (patch)
tree1be1a68a60ddd2ab12001721bc752d0852cd29fc /Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
parent537b9e507b9b2caee6991adb72c7f8fd86e1325e (diff)
D3D: Fixed crash rendering EFB textures with MSAA
Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
index 00f7236c40..c4d215d413 100644
--- a/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
+++ b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
@@ -148,7 +148,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
ID3D11ShaderResourceView* pEFB = (srcFormat == PEControl::Z24) ?
- FramebufferManager::GetEFBDepthTexture()->GetSRV() :
+ FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
// FIXME: Instead of resolving EFB, it would be better to pick out a
// single sample from each pixel. The game may break if it isn't
// expecting the blurred edges around multisampled shapes.