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Fixes for structured exporting multisampled textures on GL
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@@ -1573,6 +1573,14 @@ bool GLResourceManager::Serialise_InitialState(SerialiserType &ser, ResourceId i
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targets[0] = eGL_TEXTURE_2D_ARRAY;
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}
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}
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else if(IsStructuredExporting(m_State))
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{
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if(TextureState.samples > 1)
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{
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copySlices = RDCMAX(1U, TextureState.depth) * TextureState.samples;
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texDim = 3;
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}
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}
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else if(ser.IsWriting())
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{
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// on writing, bind the prepared texture with initial contents to grab
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@@ -429,10 +429,13 @@ bool WrappedOpenGL::Serialise_wglDXLockObjectsNV(SerialiserType &ser, GLResource
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SERIALISE_ELEMENT_LOCAL(height, details.height).Hidden();
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SERIALISE_ELEMENT_LOCAL(depth, details.depth).Hidden();
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RDCASSERT(internalFormat == details.internalFormat, internalFormat, details.internalFormat);
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RDCASSERT(width == details.width, width, details.width);
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RDCASSERT(height == details.height, height, details.height);
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RDCASSERT(depth == details.depth, depth, details.depth);
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if(!IsStructuredExporting(m_State))
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{
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RDCASSERT(internalFormat == details.internalFormat, internalFormat, details.internalFormat);
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RDCASSERT(width == details.width, width, details.width);
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RDCASSERT(height == details.height, height, details.height);
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RDCASSERT(depth == details.depth, depth, details.depth);
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}
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GLenum fmt = GetBaseFormat(internalFormat);
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GLenum type = GetDataType(internalFormat);
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