D3D12: Fix error with >1xIR/MSAA EFB depth access
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@ -354,7 +354,7 @@ void FramebufferManager::MapEFBDepthAccessCopy()
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D3D::SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
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D3D::SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
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D3D::SetPointCopySampler();
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D3D::SetPointCopySampler();
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D3D::current_command_list->OMSetRenderTargets(1, &m_efb.color_access_resize_tex->GetRTV12(), FALSE, nullptr);
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D3D::current_command_list->OMSetRenderTargets(1, &m_efb.depth_access_resize_tex->GetRTV12(), FALSE, nullptr);
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CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
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CD3DX12_RECT src_rect(0, 0, m_target_width, m_target_height);
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D3D::DrawShadedTexQuad(m_efb.depth_tex, &src_rect, m_target_width, m_target_height,
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D3D::DrawShadedTexQuad(m_efb.depth_tex, &src_rect, m_target_width, m_target_height,
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