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authorJules Blok <jules.blok@gmail.com>2016-04-24 11:47:32 +0200
committerJules Blok <jules.blok@gmail.com>2016-04-24 11:47:32 +0200
commit8a21b082d63363b12522b6fcbc7249ab578babf0 (patch)
tree0d061be1d87ccabf94f2c0680766912cad83f60f /Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
parent21e56b5ce1c3628e4d9fe1f93d19674e819c40ad (diff)
parent53cf42fb0649fe2e5eea79d56e1f6e2cb9f2269a (diff)
Merge pull request #3745 from stenzek/d3d11-texcache
D3D11: Fix EFB MSAA depth buffer copies, StateManager desyncs in some cases
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"
};