FramebufferManagerBase: Only allocate one layer for Real XFB.

This commit is contained in:
Jules Blok 2014-12-20 17:24:35 +01:00
parent a9364cd5db
commit b109b31f61
6 changed files with 11 additions and 11 deletions

View file

@ -162,11 +162,11 @@ void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
s_xfbEncoder.Encode(dst, fbWidth, fbHeight, sourceRc, Gamma);
}
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers)
{
return new XFBSource(D3DTexture2D::Create(target_width, target_height,
(D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE),
D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, FramebufferManager::GetEFBLayers()), FramebufferManager::GetEFBLayers());
D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, layers), layers);
}
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
@ -218,4 +218,4 @@ void XFBSource::CopyEFB(float Gamma)
g_renderer->RestoreAPIState();
}
} // namespace DX11
} // namespace DX11