From b71cd5f3832b3b426d71af84f6c6baffeea193ef Mon Sep 17 00:00:00 2001 From: Nolan Check Date: Sun, 24 Oct 2010 19:41:10 +0000 Subject: [PATCH] A couple minor things I have left over git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6312 8ced0084-cf51-0410-be5f-012b33b47a6e --- Source/Core/Common/Src/Common.h | 4 ++++ Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp | 4 ++-- 2 files changed, 6 insertions(+), 2 deletions(-) diff --git a/Source/Core/Common/Src/Common.h b/Source/Core/Common/Src/Common.h index 7b1a9f626d..8fc58c8248 100644 --- a/Source/Core/Common/Src/Common.h +++ b/Source/Core/Common/Src/Common.h @@ -143,4 +143,8 @@ extern const char *netplay_dolphin_ver; #define _M_SSE 0x301 #endif +#if _MSC_VER >= 1500 // Visual Studio 2008 +#define _M_SSE 0x401 +#endif + #endif // _COMMON_H_ diff --git a/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp index 79d162d558..f0eda8faf9 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp @@ -49,7 +49,7 @@ void FramebufferManager::Create() D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view"); // create a staging texture for Renderer::AccessEFB - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_WRITE|D3D11_CPU_ACCESS_READ); + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.color_staging_buf); CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)"); @@ -74,7 +74,7 @@ void FramebufferManager::Create() D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)"); // staging texture to which we copy the data from m_efb.depth_read_texture - texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE); + texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.depth_staging_buf); CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");