Merge pull request #2023 from mrgreywater/d3d-efb-ms-crash-fix

D3D: Fixed crash rendering EFB textures with MSAA
This commit is contained in:
Markus Wick 2015-02-08 22:11:15 +01:00
commit b79015186e

View file

@ -148,7 +148,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
ID3D11ShaderResourceView* pEFB = (srcFormat == PEControl::Z24) ?
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBDepthTexture()->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.