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D3D: Use the correct format when resolving the EFB depth texture.
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1 changed files with 1 additions and 1 deletions
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@ -45,7 +45,7 @@ D3DTexture2D* &FramebufferManager::GetResolvedEFBDepthTexture()
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if (g_ActiveConfig.iMultisampleMode)
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if (g_ActiveConfig.iMultisampleMode)
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{
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{
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for (int i = 0; i < m_efb.slices; i++)
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for (int i = 0; i < m_efb.slices; i++)
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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);
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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);
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return m_efb.resolved_depth_tex;
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return m_efb.resolved_depth_tex;
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}
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}
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else
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else
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