D3D: Use two slices for most of our textures.

This commit is contained in:
Jules Blok
2014-11-02 14:51:12 +01:00
parent 5aa1d4733d
commit 9a312e2b83
5 changed files with 21 additions and 14 deletions

View File

@ -192,7 +192,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
{
return new TCacheEntry(D3DTexture2D::Create(scaled_tex_w, scaled_tex_h,
(D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE),
D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM));
D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, FramebufferManager::GetEFBSlices()));
}
TextureCache::TextureCache()