D3D: Fix compilation error on windows
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294bb75316
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5cb047f449
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@ -429,7 +429,7 @@ ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
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return s_DepthResolveProgram;
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// create MSAA shader for current AA mode
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std::string buf = StringFromFormat(depth_resolve_program, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
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std::string buf = StringFromFormat(depth_resolve_program, g_ActiveConfig.iMultisamples);
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s_DepthResolveProgram = D3D::CompileAndCreatePixelShader(buf);
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CHECK(s_DepthResolveProgram != nullptr, "Create depth matrix MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthResolveProgram, "depth resolve pixel shader");
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@ -193,7 +193,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
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// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
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// This is because multisampled texture reads go through Load, not Sample, and the linear
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// filter is ignored.
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bool multisampled = (g_ActiveConfig.iMultisampleMode != 0);
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bool multisampled = (g_ActiveConfig.iMultisamples > 1);
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ID3D11ShaderResourceView* efbTexSRV = (srcFormat == PEControl::Z24) ?
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FramebufferManager::GetEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetEFBColorTexture()->GetSRV();
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