D3D: Fixed crash rendering EFB textures with MSAA

Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
This commit is contained in:
mr.greywater 2015-02-08 16:58:04 +01:00
parent 537b9e507b
commit 2434b531f3
1 changed files with 1 additions and 1 deletions

View File

@ -148,7 +148,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
ID3D11ShaderResourceView* pEFB = (srcFormat == PEControl::Z24) ?
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBDepthTexture()->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.