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Implement MSAA to Array colour copies. Closes #1023
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@@ -172,7 +172,7 @@ float RENDERDOC_DepthCopyMSToArray(float4 pos : SV_Position) : SV_Depth
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return 0;
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}
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Texture2DArray<uint4> sourceArray : register(t0);
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Texture2DArray<uint4> sourceArray : register(t1);
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uint4 RENDERDOC_CopyArrayToMS(float4 pos : SV_Position, uint curSample : SV_SampleIndex) : SV_Target0
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{
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@@ -181,7 +181,7 @@ uint4 RENDERDOC_CopyArrayToMS(float4 pos : SV_Position, uint curSample : SV_Samp
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return sourceArray.Load(srcCoord);
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}
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Texture2DArray<float4> sourceFloatArray : register(t0);
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Texture2DArray<float4> sourceFloatArray : register(t1);
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float4 RENDERDOC_FloatCopyArrayToMS(float4 pos : SV_Position, uint curSample : SV_SampleIndex) : SV_Target0
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{
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@@ -190,8 +190,8 @@ float4 RENDERDOC_FloatCopyArrayToMS(float4 pos : SV_Position, uint curSample : S
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return sourceFloatArray.Load(srcCoord);
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}
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Texture2DArray<float2> sourceDepthArray : register(t0);
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Texture2DArray<uint2> sourceStencilArray : register(t1);
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Texture2DArray<float2> sourceDepthArray : register(t1);
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Texture2DArray<uint2> sourceStencilArray : register(t11);
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float RENDERDOC_DepthCopyArrayToMS(float4 pos : SV_Position, uint curSample : SV_SampleIndex) : SV_Depth
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{
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