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https://github.com/baldurk/renderdoc.git
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Ensure a VAO is bound for depth MSAA<->Array copies
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@@ -231,6 +231,10 @@ void WrappedOpenGL::CopyDepthTex2DMSToArray(GLuint &destArray, GLuint srcMS, GLi
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GLRenderState rs;
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rs.FetchState(this);
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GLuint vao = 0;
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drv.glGenVertexArrays(1, &vao);
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drv.glBindVertexArray(vao);
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GLuint texs[3];
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drv.glGenTextures(3, texs);
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drv.glTextureView(texs[0], eGL_TEXTURE_2D_ARRAY, destArray, intFormat, 0, 1, 0,
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@@ -331,10 +335,11 @@ void WrappedOpenGL::CopyDepthTex2DMSToArray(GLuint &destArray, GLuint srcMS, GLi
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}
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}
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rs.ApplyState(this);
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drv.glDeleteVertexArrays(1, &vao);
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drv.glDeleteFramebuffers(1, &fbo);
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drv.glDeleteTextures(3, texs);
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rs.ApplyState(this);
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}
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void WrappedOpenGL::CopyArrayToTex2DMS(GLuint destMS, GLuint srcArray, GLint width, GLint height,
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@@ -464,6 +469,10 @@ void WrappedOpenGL::CopyDepthArrayToTex2DMS(GLuint destMS, GLuint srcArray, GLin
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GLRenderState rs;
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rs.FetchState(this);
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GLuint vao = 0;
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drv.glGenVertexArrays(1, &vao);
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drv.glBindVertexArray(vao);
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GLuint texs[3];
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drv.glGenTextures(3, texs);
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drv.glTextureView(texs[0], eGL_TEXTURE_2D_MULTISAMPLE_ARRAY, destMS, intFormat, 0, 1, 0, arraySize);
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@@ -571,8 +580,9 @@ void WrappedOpenGL::CopyDepthArrayToTex2DMS(GLuint destMS, GLuint srcArray, GLin
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}
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}
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rs.ApplyState(this);
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drv.glDeleteVertexArrays(1, &vao);
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drv.glDeleteFramebuffers(1, &fbo);
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drv.glDeleteTextures(3, texs);
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rs.ApplyState(this);
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}
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