Merge pull request #3404 from stenzek/win-compile-fix

D3D: Fix compilation error on windows
This commit is contained in:
skidau 2015-12-28 17:16:24 +11:00
commit 29ec5b065a
2 changed files with 2 additions and 2 deletions

View File

@ -429,7 +429,7 @@ ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
return s_DepthResolveProgram;
// create MSAA shader for current AA mode
std::string buf = StringFromFormat(depth_resolve_program, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
std::string buf = StringFromFormat(depth_resolve_program, g_ActiveConfig.iMultisamples);
s_DepthResolveProgram = D3D::CompileAndCreatePixelShader(buf);
CHECK(s_DepthResolveProgram != nullptr, "Create depth matrix MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthResolveProgram, "depth resolve pixel shader");

View File

@ -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();