From f9d2f7e88cc4d31203c072d3267cfd80a701d7d6 Mon Sep 17 00:00:00 2001 From: magumagu Date: Sun, 30 Mar 2014 19:45:02 -0700 Subject: [PATCH] D3D11: Use appropriate shader for PEEK_Z. Trying to use GetDepthMatrixProgram outside of TCacheEntry::FromRenderTarget is a bad idea, so don't. Instead, use a shader which only copies the input. Fixes lens flare depth test in Twilight Princess. See http://code.google.com/p/dolphin-emu/issues/detail?id=5999 . --- Source/Core/VideoBackends/D3D/Render.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index f890726e35..8bbe0659af 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -391,7 +391,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) &RectToLock, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), - PixelShaderCache::GetDepthMatrixProgram(true), + PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());