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authorMarkus Wick <degasus@users.noreply.github.com>2015-12-28 01:13:42 +0100
committerMarkus Wick <degasus@users.noreply.github.com>2015-12-28 01:13:42 +0100
commit294bb753164b58eb0a1e9317eaf05ce3d5bb0209 (patch)
treeb8d7599b04718d94288fd2a7220ee4e8df296cc1 /Source/Core/VideoBackends/D3D/XFBEncoder.cpp
parent52d6a7505a3dc5c1a89d0795dcdcb20d7d01aff4 (diff)
parent63264ac23f3b9cfaa725cf90d995497ba1601449 (diff)
Merge pull request #3295 from stenzek/d3d-xfb-msaa
D3D: Fix multiple issues relating to MSAA
Diffstat (limited to 'Source/Core/VideoBackends/D3D/XFBEncoder.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/XFBEncoder.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/Source/Core/VideoBackends/D3D/XFBEncoder.cpp b/Source/Core/VideoBackends/D3D/XFBEncoder.cpp
index 560b13fa7a..a4fb947d5e 100644
--- a/Source/Core/VideoBackends/D3D/XFBEncoder.cpp
+++ b/Source/Core/VideoBackends/D3D/XFBEncoder.cpp
@@ -247,8 +247,7 @@ void XFBEncoder::Init()
// Create EFB texture sampler
D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
- // FIXME: Should we really use point sampling here?
- sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ sd.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler);
CHECK(SUCCEEDED(hr), "create xfb encode texture sampler");
D3D::SetDebugObjectName(m_efbSampler, "xfb encoder texture sampler");