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DX11:
Add multisampling support. EFB access doesn't work with MSAA enabled, yet. Additionally clean up some stuff, fix a memory leak, ... git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6468 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -147,7 +147,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), NULL);
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D3D::drawShadedTexQuad(
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(bFromZBuffer) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(),
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(bFromZBuffer) ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() : FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(),
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&sourcerect, Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
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(bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(),
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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