From 5cb047f449aaea34ac0e7987626a98bd0f4046d8 Mon Sep 17 00:00:00 2001 From: Stenzek Date: Mon, 28 Dec 2015 15:50:01 +1000 Subject: D3D: Fix compilation error on windows --- Source/Core/VideoBackends/D3D/TextureCache.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'Source/Core/VideoBackends/D3D/TextureCache.cpp') diff --git a/Source/Core/VideoBackends/D3D/TextureCache.cpp b/Source/Core/VideoBackends/D3D/TextureCache.cpp index d6233f9203..c77b0430c1 100644 --- a/Source/Core/VideoBackends/D3D/TextureCache.cpp +++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp @@ -193,7 +193,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat // 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); + bool multisampled = (g_ActiveConfig.iMultisamples > 1); ID3D11ShaderResourceView* efbTexSRV = (srcFormat == PEControl::Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(); -- cgit v1.2.3