D3D: Fix compilation error on windows

This commit is contained in:
Stenzek committed 2015-12-28 15:50:01 +10:00
1 parent 294bb75316
commit 5cb047f449
2 files changed
+2 -2

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@@ -193,7 +193,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
// This is because multisampled texture reads go through Load, not Sample, and the linear
// filter is ignored.
bool multisampled = (g_ActiveConfig.iMultisampleMode != 0);
bool multisampled = (g_ActiveConfig.iMultisamples > 1);
ID3D11ShaderResourceView* efbTexSRV = (srcFormat == PEControl::Z24) ?
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
FramebufferManager::GetEFBColorTexture()->GetSRV();