From f9b0b0471b36b9a270ff9bed8371a0cd0b6265ec Mon Sep 17 00:00:00 2001 From: NeoBrainX Date: Sun, 22 Sep 2013 02:51:08 +0200 Subject: [PATCH] D3D11: Fix various MSAA related issues. How did any of this ever work? >_> --- .../Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp index 819fd46974..1dd98edd2e 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp @@ -247,7 +247,7 @@ ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled) { // create MSAA shader for current AA mode char buf[1024]; - const int l = sprintf_s(buf, 1024, reint_rgba6_to_rgb8_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode)); + const int l = sprintf_s(buf, 1024, reint_rgba6_to_rgb8_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf, l); @@ -273,7 +273,7 @@ ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled) { // create MSAA shader for current AA mode char buf[1024]; - const int l = sprintf_s(buf, 1024, reint_rgb8_to_rgba6_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode)); + const int l = sprintf_s(buf, 1024, reint_rgb8_to_rgba6_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf, l); @@ -291,7 +291,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled) { // create MSAA shader for current AA mode char buf[1024]; - int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode)); + int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l); CHECK(s_ColorCopyProgram[1]!=NULL, "Create color copy MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader"); @@ -307,7 +307,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled) { // create MSAA shader for current AA mode char buf[1024]; - int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode)); + int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l); CHECK(s_ColorMatrixProgram[1]!=NULL, "Create color matrix MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader"); @@ -323,7 +323,7 @@ ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled) { // create MSAA shader for current AA mode char buf[1024]; - int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode)); + int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l); CHECK(s_DepthMatrixProgram[1]!=NULL, "Create depth matrix MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");