FramebufferManager: Return the depth texture instead of the color texture in GetResolvedEFBDepthTexture() when AA is enabled.

This commit is contained in:
Jules Blok 2014-12-19 15:02:17 +01:00
parent cdd9e07522
commit 0ae082fb61
1 changed files with 2 additions and 2 deletions

View File

@ -40,8 +40,8 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
{ {
if (g_ActiveConfig.iMultisampleMode) if (g_ActiveConfig.iMultisampleMode)
{ {
D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM); D3D::context->ResolveSubresource(m_efb.resolved_depth_tex->GetTex(), 0, m_efb.depth_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM);
return m_efb.resolved_color_tex; return m_efb.resolved_depth_tex;
} }
else else
return m_efb.depth_tex; return m_efb.depth_tex;