From 139ad3b2b91564126af2be1d285093b79ce2a1c0 Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Sat, 21 Feb 2015 11:38:42 +0100 Subject: [PATCH] TextureConversionShader: Use a Texture2DArray to match the shader resource view. --- Source/Core/VideoCommon/TextureConversionShader.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp index 87e222c37f..99559db08b 100644 --- a/Source/Core/VideoCommon/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/TextureConversionShader.cpp @@ -78,7 +78,7 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType) else // D3D { WRITE(p, "sampler samp0 : register(s0);\n"); - WRITE(p, "Texture2D Tex0 : register(t0);\n"); + WRITE(p, "Texture2DArray Tex0 : register(t0);\n"); WRITE(p, "void main(\n"); WRITE(p, " out float4 ocol0 : SV_Target, in float4 rawpos : SV_Position)\n"); @@ -126,7 +126,7 @@ static void WriteSampleColor(char*& p, const char* colorComp, const char* dest, } else { - WRITE(p, " %s = Tex0.Sample(samp0, uv0 + float2(%d, 0) * sample_offset).%s;\n", + WRITE(p, " %s = Tex0.Sample(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n", dest, xoffset, colorComp ); }