DX11: Resolve multisampled EFB before encoding.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7460 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -1092,7 +1092,10 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
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ID3D11ShaderResourceView* pEFB = (srcFormat == PIXELFMT_Z24) ?
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FramebufferManager::GetEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetEFBColorTexture()->GetSRV();
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// FIXME: Instead of resolving EFB, it would be better to pick out a
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// single sample from each pixel. The game may break if it isn't
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// expecting the blurred edges around multisampled shapes.
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FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
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D3D::g_context->PSSetConstantBuffers(0, 1, &m_encodeParams);
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D3D::g_context->PSSetShaderResources(0, 1, &pEFB);
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