diff options
| author | Stenzek <stenzek@gmail.com> | 2016-02-18 19:50:26 +1000 |
|---|---|---|
| committer | Stenzek <stenzek@gmail.com> | 2016-03-26 00:00:39 +1000 |
| commit | 63e4e076832c9bec2e41d6b7d72f9e92d5d1da56 (patch) | |
| tree | 87746af9763e67910ed5e7591b31f73e5ae2875c /Source/Core/VideoBackends/D3D/PixelShaderCache.cpp | |
| parent | 3ff56aa192f952cb6ad2e9c662d4a368efd21e6f (diff) | |
D3D11: Simplify MSAA depth texture resolving
This also fixes EFB depth buffer copies when MSAA is enabled.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/PixelShaderCache.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp index 37ffd7b1f2..901a29b71d 100644 --- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp @@ -204,15 +204,15 @@ const char depth_resolve_program[] = { "#define SAMPLES %d\n" "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n" "void main(\n" - " out float depth : SV_Depth,\n" + " out float ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" " in float3 uv0 : TEXCOORD0)\n" "{\n" " int width, height, slices, samples;\n" " Tex0.GetDimensions(width, height, slices, samples);\n" - " depth = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n" + " ocol0 = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n" " for(int i = 1; i < SAMPLES; ++i)\n" - " depth = min(depth, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n" + " ocol0 = min(ocol0, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n" "}\n" }; |
