Vulkan: Use correct sample count for EFB pokes with MSAA enabled

This commit is contained in:
Stenzek 2016-11-14 20:24:16 +10:00
parent 89176fe2ab
commit bd67adb362
1 changed files with 1 additions and 0 deletions

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@ -1181,6 +1181,7 @@ void FramebufferManager::DrawPokeVertices(const EFBPokeVertex* vertices, size_t
pipeline_info.ps = m_poke_fragment_shader; pipeline_info.ps = m_poke_fragment_shader;
pipeline_info.render_pass = m_efb_load_render_pass; pipeline_info.render_pass = m_efb_load_render_pass;
pipeline_info.rasterization_state.bits = Util::GetNoCullRasterizationState().bits; pipeline_info.rasterization_state.bits = Util::GetNoCullRasterizationState().bits;
pipeline_info.rasterization_state.samples = m_efb_samples;
pipeline_info.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits; pipeline_info.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits;
pipeline_info.blend_state.bits = Util::GetNoBlendingBlendState().bits; pipeline_info.blend_state.bits = Util::GetNoBlendingBlendState().bits;
pipeline_info.blend_state.write_mask = 0; pipeline_info.blend_state.write_mask = 0;