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Diffstat (limited to 'Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp
index 71430d2fe0..0dd1399100 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp
@@ -1092,7 +1092,10 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
ID3D11ShaderResourceView* pEFB = (srcFormat == PIXELFMT_Z24) ?
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
- FramebufferManager::GetEFBColorTexture()->GetSRV();
+ // FIXME: Instead of resolving EFB, it would be better to pick out a
+ // single sample from each pixel. The game may break if it isn't
+ // expecting the blurred edges around multisampled shapes.
+ FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
D3D::g_context->PSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::g_context->PSSetShaderResources(0, 1, &pEFB);