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Keep format in GL shaders for R/W images
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@@ -37,10 +37,11 @@ layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(binding = 0) uniform PRECISION usampler2DArray srcArray;
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// binding = 1 used as stencil read in the depth-stencil copy fragment shaders
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layout(binding = 2) writeonly uniform PRECISION uimage2DMSArray dstMS;
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#ifdef VULKAN
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layout(binding = 2) writeonly uniform PRECISION uimage2DMSArray dstMS;
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layout(push_constant) uniform multisamplePush
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{
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int numMultiSamples;
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@@ -57,6 +58,8 @@ mscopy;
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#else
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layout(rgba32ui, binding = 2) writeonly uniform PRECISION uimage2DMSArray dstMS;
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uniform ivec4 mscopy;
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#define numMultiSamples (mscopy.x)
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@@ -35,10 +35,11 @@ layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(binding = 0) uniform PRECISION usampler2DMSArray srcMS;
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// binding = 1 used as stencil read in the depth-stencil copy fragment shaders
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layout(binding = 2) writeonly uniform PRECISION uimage2DArray dstArray;
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#ifdef VULKAN
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layout(binding = 2) writeonly uniform PRECISION uimage2DArray dstArray;
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layout(push_constant) uniform multisamplePush
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{
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int numMultiSamples;
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@@ -55,6 +56,8 @@ mscopy;
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#else
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layout(rgba32ui, binding = 2) writeonly uniform PRECISION uimage2DArray dstArray;
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uniform ivec4 mscopy;
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#define numMultiSamples (mscopy.x)
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