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https://github.com/baldurk/renderdoc.git
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Check for shaders being present before doing MSAA<->Array copy
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@@ -171,6 +171,12 @@ struct Tex2DMSToArrayStateTracker
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void D3D11DebugManager::CopyArrayToTex2DMS(ID3D11Texture2D *destMS, ID3D11Texture2D *srcArray,
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UINT selectedSlice)
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{
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if(!CopyArrayToMSPS)
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{
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RDCWARN("Can't copy array to MSAA texture, contents will be undefined.");
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return;
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}
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bool singleSliceMode = (selectedSlice != ~0U);
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D3D11MarkerRegion copy("CopyArrayToTex2DMS");
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@@ -508,6 +514,12 @@ void D3D11DebugManager::CopyArrayToTex2DMS(ID3D11Texture2D *destMS, ID3D11Textur
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void D3D11DebugManager::CopyTex2DMSToArray(ID3D11Texture2D *destArray, ID3D11Texture2D *srcMS)
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{
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if(!CopyMSToArrayPS)
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{
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RDCWARN("Can't copy array to MSAA texture, contents will be undefined.");
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return;
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}
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// we have to use exclusively the unwrapped context here as this might be happening during
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// capture and we don't want to serialise any of this work, and the parameters might not exist
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// as wrapped objects for that reason
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