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authorStenzek <stenzek@gmail.com>2016-02-18 19:50:26 +1000
committerStenzek <stenzek@gmail.com>2016-03-26 00:00:39 +1000
commit63e4e076832c9bec2e41d6b7d72f9e92d5d1da56 (patch)
tree87746af9763e67910ed5e7591b31f73e5ae2875c /Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
parent3ff56aa192f952cb6ad2e9c662d4a368efd21e6f (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.cpp6
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"
};