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path: root/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/PixelShaderCache.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
index 29a84d1aac..499bbef169 100644
--- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
@@ -429,7 +429,7 @@ ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
return s_DepthResolveProgram;
// create MSAA shader for current AA mode
- std::string buf = StringFromFormat(depth_resolve_program, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
+ std::string buf = StringFromFormat(depth_resolve_program, g_ActiveConfig.iMultisamples);
s_DepthResolveProgram = D3D::CompileAndCreatePixelShader(buf);
CHECK(s_DepthResolveProgram != nullptr, "Create depth matrix MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthResolveProgram, "depth resolve pixel shader");