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D3D: Use the correct format when resolving the EFB depth texture.
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CrossVR committed Feb 21, 2015
1 parent 6bbf774 commit c180174
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion Source/Core/VideoBackends/D3D/FramebufferManager.cpp
Expand Up @@ -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
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