diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp index 71430d2fe0..0dd1399100 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp @@ -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);