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| author | mr.greywater <mr.greywater@googlemail.com> | 2015-02-08 16:58:04 +0100 |
|---|---|---|
| committer | mr.greywater <mr.greywater@googlemail.com> | 2015-02-08 21:03:15 +0100 |
| commit | 2434b531f3d0051b886211e84cd43b4deb7990e6 (patch) | |
| tree | 1be1a68a60ddd2ab12001721bc752d0852cd29fc /Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp | |
| parent | 537b9e507b9b2caee6991adb72c7f8fd86e1325e (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.cpp | 2 |
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. |
