D3D: Use the correct format when resolving the EFB depth texture.

This commit is contained in:
Jules Blok 2015-02-20 10:00:13 +01:00
parent 6bbf774507
commit c180174e4a
1 changed files with 1 additions and 1 deletions

View File

@ -45,7 +45,7 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
if (g_ActiveConfig.iMultisampleMode)
{
for (int i = 0; i < m_efb.slices; i++)
D3D::context->ResolveSubresource(m_efb.resolved_depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), m_efb.depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R8G8B8A8_UNORM);
D3D::context->ResolveSubresource(m_efb.resolved_depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), m_efb.depth_tex->GetTex(), D3D11CalcSubresource(0, i, 1), DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
return m_efb.resolved_depth_tex;
}
else