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authorDolphin Bot <dolphin-emu-bot@users.noreply.github.com>2015-02-21 15:50:20 +0100
committerDolphin Bot <dolphin-emu-bot@users.noreply.github.com>2015-02-21 15:50:20 +0100
commitc3edab8f54b4de9b03fa229428a33fb258ad953f (patch)
tree47aca90783dab5f7141b1743903d5efdc761bcdb /Source/Core/VideoCommon/TextureConversionShader.cpp
parent95c48b2be70c4a6a2f7a187d74f72103d21850dc (diff)
parent139ad3b2b91564126af2be1d285093b79ce2a1c0 (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.cpp4
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
);
}