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authorskidau <skidau@gmail.com>2015-12-28 17:16:24 +1100
committerskidau <skidau@gmail.com>2015-12-28 17:16:24 +1100
commit29ec5b065a1d94622915f763ffe0315d174e336a (patch)
tree70ba88b88a4dfecb84fb94a46a9ba71d7d9bc7a8 /Source/Core/VideoBackends/D3D/TextureCache.cpp
parent294bb753164b58eb0a1e9317eaf05ce3d5bb0209 (diff)
parent5cb047f449aaea34ac0e7987626a98bd0f4046d8 (diff)
Merge pull request #3404 from stenzek/win-compile-fix
D3D: Fix compilation error on windows
Diffstat (limited to 'Source/Core/VideoBackends/D3D/TextureCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/TextureCache.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/D3D/TextureCache.cpp b/Source/Core/VideoBackends/D3D/TextureCache.cpp
index d6233f9203..c77b0430c1 100644
--- a/Source/Core/VideoBackends/D3D/TextureCache.cpp
+++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp
@@ -193,7 +193,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
// This is because multisampled texture reads go through Load, not Sample, and the linear
// filter is ignored.
- bool multisampled = (g_ActiveConfig.iMultisampleMode != 0);
+ bool multisampled = (g_ActiveConfig.iMultisamples > 1);
ID3D11ShaderResourceView* efbTexSRV = (srcFormat == PEControl::Z24) ?
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
FramebufferManager::GetEFBColorTexture()->GetSRV();