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| author | Dolphin Bot <dolphin-emu-bot@users.noreply.github.com> | 2015-02-21 15:50:20 +0100 |
|---|---|---|
| committer | Dolphin Bot <dolphin-emu-bot@users.noreply.github.com> | 2015-02-21 15:50:20 +0100 |
| commit | c3edab8f54b4de9b03fa229428a33fb258ad953f (patch) | |
| tree | 47aca90783dab5f7141b1743903d5efdc761bcdb /Source/Core/VideoCommon/TextureConversionShader.cpp | |
| parent | 95c48b2be70c4a6a2f7a187d74f72103d21850dc (diff) | |
| parent | 139ad3b2b91564126af2be1d285093b79ce2a1c0 (diff) | |
Merge pull request #2082 from Armada651/resolve-depth
D3D: Use the correct format when resolving the EFB depth texture.
Diffstat (limited to 'Source/Core/VideoCommon/TextureConversionShader.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/TextureConversionShader.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp index 87e222c37f..99559db08b 100644 --- a/Source/Core/VideoCommon/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/TextureConversionShader.cpp @@ -78,7 +78,7 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType) else // D3D { WRITE(p, "sampler samp0 : register(s0);\n"); - WRITE(p, "Texture2D Tex0 : register(t0);\n"); + WRITE(p, "Texture2DArray Tex0 : register(t0);\n"); WRITE(p, "void main(\n"); WRITE(p, " out float4 ocol0 : SV_Target, in float4 rawpos : SV_Position)\n"); @@ -126,7 +126,7 @@ static void WriteSampleColor(char*& p, const char* colorComp, const char* dest, } else { - WRITE(p, " %s = Tex0.Sample(samp0, uv0 + float2(%d, 0) * sample_offset).%s;\n", + WRITE(p, " %s = Tex0.Sample(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n", dest, xoffset, colorComp ); } |
