Fix D3D::SetDebugObjectName to bind to the EFB color_read_texture rather than the depth_read_texture (probably a copy paste error)

This commit is contained in:
amaiorano 2016-07-31 10:48:09 -04:00
parent a3438f916b
commit 2030a5e1b8

View file

@ -163,10 +163,10 @@ FramebufferManager::FramebufferManager()
CHECK(hr == S_OK, "create EFB color read texture (hr=%#x)", hr);
m_efb.color_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
SAFE_RELEASE(buf);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(),
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_read_texture->GetTex(),
"EFB color read texture (used in Renderer::AccessEFB)");
D3D::SetDebugObjectName(
(ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(),
(ID3D11DeviceChild*)m_efb.color_read_texture->GetRTV(),
"EFB color read texture render target view (used in Renderer::AccessEFB)");
// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture