diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/TextureCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/TextureCache.cpp | 19 |
1 files changed, 17 insertions, 2 deletions
diff --git a/Source/Core/VideoBackends/D3D/TextureCache.cpp b/Source/Core/VideoBackends/D3D/TextureCache.cpp index 0de91068c7..49f60feeb5 100644 --- a/Source/Core/VideoBackends/D3D/TextureCache.cpp +++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp @@ -188,6 +188,21 @@ TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntry void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool scaleByHalf, unsigned int cbufid, const float *colmat) { + // 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); + ID3D11ShaderResourceView* efbTexSRV = (srcFormat == PEControl::Z24) ? + FramebufferManager::GetEFBDepthTexture()->GetSRV() : + FramebufferManager::GetEFBColorTexture()->GetSRV(); + if (multisampled && scaleByHalf) + { + multisampled = false; + efbTexSRV = (srcFormat == PEControl::Z24) ? + FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() : + FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(); + } + g_renderer->ResetAPIState(); // stretch picture with increased internal resolution @@ -224,10 +239,10 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat // Create texture copy D3D::drawShadedTexQuad( - (srcFormat == PEControl::Z24 ? FramebufferManager::GetEFBDepthTexture() : FramebufferManager::GetEFBColorTexture())->GetSRV(), + efbTexSRV, &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), - srcFormat == PEControl::Z24 ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true), + srcFormat == PEControl::Z24 ? PixelShaderCache::GetDepthMatrixProgram(multisampled) : PixelShaderCache::GetColorMatrixProgram(multisampled), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader()); |
