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authorMarkus Wick <markus+github@selfnet.de>2015-02-08 22:11:15 +0100
committerMarkus Wick <markus+github@selfnet.de>2015-02-08 22:11:15 +0100
commitb79015186e548805e1d1f2a1713dd6b9f9e7f737 (patch)
tree719d781f8bffce981ef66a3589cce4a14f811f97 /Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
parent451c4f3c4b0fe9d728e182874b8418c0a0e9966c (diff)
parent2434b531f3d0051b886211e84cd43b4deb7990e6 (diff)
Merge pull request #2023 from mrgreywater/d3d-efb-ms-crash-fix
D3D: Fixed crash rendering EFB textures with MSAA
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.