FramebufferManager: Return the depth texture instead of the color texture in GetResolvedEFBDepthTexture() when AA is enabled.
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@ -40,8 +40,8 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
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{
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{
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if (g_ActiveConfig.iMultisampleMode)
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if (g_ActiveConfig.iMultisampleMode)
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{
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{
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D3D::context->ResolveSubresource(m_efb.resolved_color_tex->GetTex(), 0, m_efb.color_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM);
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D3D::context->ResolveSubresource(m_efb.resolved_depth_tex->GetTex(), 0, m_efb.depth_tex->GetTex(), 0, DXGI_FORMAT_R8G8B8A8_UNORM);
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return m_efb.resolved_color_tex;
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return m_efb.resolved_depth_tex;
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}
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}
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else
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else
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return m_efb.depth_tex;
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return m_efb.depth_tex;
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