From 9fc12bcaa2e8586468e93c2e9822ca5ad83e91da Mon Sep 17 00:00:00 2001 From: Nolan Check Date: Fri, 15 Apr 2011 22:32:40 +0000 Subject: [PATCH] DX11: Resolve multisampled EFB before encoding. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7460 8ced0084-cf51-0410-be5f-012b33b47a6e --- Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp index 71430d2fe0..0dd1399100 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp @@ -1092,7 +1092,10 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, ID3D11ShaderResourceView* pEFB = (srcFormat == PIXELFMT_Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : - FramebufferManager::GetEFBColorTexture()->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. + FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(); D3D::g_context->PSSetConstantBuffers(0, 1, &m_encodeParams); D3D::g_context->PSSetShaderResources(0, 1, &pEFB);