diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp index 29a84d1aac..499bbef169 100644 --- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp @@ -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"); 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();