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D3D: Fixed crash rendering EFB textures with MSAA
Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
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@ -148,7 +148,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
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D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
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D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
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ID3D11ShaderResourceView* pEFB = (srcFormat == PEControl::Z24) ?
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ID3D11ShaderResourceView* pEFB = (srcFormat == PEControl::Z24) ?
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FramebufferManager::GetEFBDepthTexture()->GetSRV() :
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FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
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// FIXME: Instead of resolving EFB, it would be better to pick out a
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// FIXME: Instead of resolving EFB, it would be better to pick out a
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// single sample from each pixel. The game may break if it isn't
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// single sample from each pixel. The game may break if it isn't
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// expecting the blurred edges around multisampled shapes.
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// expecting the blurred edges around multisampled shapes.
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