DX11: Resolve multisampled EFB before encoding.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7460 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check 2011-04-15 22:32:40 +00:00
parent 12c38d3afa
commit 9fc12bcaa2
1 changed files with 4 additions and 1 deletions

View File

@ -1092,7 +1092,10 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
ID3D11ShaderResourceView* pEFB = (srcFormat == PIXELFMT_Z24) ?
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
FramebufferManager::GetEFBColorTexture()->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.
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
D3D::g_context->PSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::g_context->PSSetShaderResources(0, 1, &pEFB);