FramebufferManager: Fix broken EFB peeks in GL with MSAA on

This commit is contained in:
Stenzek 2019-03-30 03:14:29 +10:00
parent 963370d7e6
commit 3c455de799
2 changed files with 8 additions and 10 deletions

View file

@ -231,7 +231,6 @@ AbstractTexture* FramebufferManager::ResolveEFBColorTexture(const MathUtil::Rect
// It's not valid to resolve an out-of-range rectangle.
MathUtil::Rectangle<int> clamped_region = region;
clamped_region.ClampUL(0, 0, GetEFBWidth(), GetEFBHeight());
clamped_region = g_renderer->ConvertFramebufferRectangle(clamped_region, m_efb_framebuffer.get());
// Resolve to our already-created texture.
for (u32 layer = 0; layer < GetEFBLayers(); layer++)
@ -255,7 +254,6 @@ AbstractTexture* FramebufferManager::ResolveEFBDepthTexture(const MathUtil::Rect
// It's not valid to resolve an out-of-range rectangle.
MathUtil::Rectangle<int> clamped_region = region;
clamped_region.ClampUL(0, 0, GetEFBWidth(), GetEFBHeight());
clamped_region = g_renderer->ConvertFramebufferRectangle(clamped_region, m_efb_framebuffer.get());
m_efb_depth_texture->FinishedRendering();
g_renderer->BeginUtilityDrawing();