D3D11: Fix CPU EFB color reads when MSAA is enabled

Also swaps the byte order from RGBA->BGRA to match GL/D3D12, and what
the read handler is expecting.

Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
This commit is contained in:
Stenzek
2016-05-02 00:29:36 +10:00
parent d2db329a42
commit e169d54f3c
3 changed files with 98 additions and 80 deletions

View File

@ -63,6 +63,7 @@ public:
~FramebufferManager();
static D3DTexture2D* &GetEFBColorTexture();
static D3DTexture2D* &GetEFBColorReadTexture();
static ID3D11Texture2D* &GetEFBColorStagingBuffer();
static D3DTexture2D* &GetEFBDepthTexture();
@ -90,6 +91,7 @@ private:
{
D3DTexture2D* color_tex;
ID3D11Texture2D* color_staging_buf;
D3DTexture2D* color_read_texture;
D3DTexture2D* depth_tex;
ID3D11Texture2D* depth_staging_buf;