From c180174e4ac122176cf3387ee48d9d4498a4c725 Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Fri, 20 Feb 2015 10:00:13 +0100 Subject: [PATCH] D3D: Use the correct format when resolving the EFB depth texture. --- Source/Core/VideoBackends/D3D/FramebufferManager.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp index 9027bc21d5..f6751b085f 100644 --- a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp @@ -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