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Change D3D11/12 Shader_Debug_Zoo to use 32x32 mipmapped texture
32 x 32 means the mip count (5) is different to the MSSA count (4)
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@@ -1026,7 +1026,7 @@ float4 main(v2f IN, uint samp : SV_SampleIndex) : SV_Target0
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ID3D11Texture2DPtr testTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 16, 16).Mips(3).SRV();
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ID3D11ShaderResourceViewPtr testSRV = MakeSRV(testTex);
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ID3D11Texture2DPtr msTex = MakeTexture(DXGI_FORMAT_R32_FLOAT, 16, 16).Multisampled(4).RTV().SRV();
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ID3D11Texture2DPtr msTex = MakeTexture(DXGI_FORMAT_R32_FLOAT, 32, 32).Multisampled(4).RTV().SRV();
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ID3D11ShaderResourceViewPtr msSRV = MakeSRV(msTex);
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ID3D11BufferPtr rawBuf = MakeBuffer().SRV().ByteAddressed().Data(testdata);
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@@ -976,7 +976,7 @@ float4 main(v2f IN, uint samp : SV_SampleIndex) : SV_Target0
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.NumElements(12)
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.CreateGPU(1);
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ID3D12ResourcePtr msTex = MakeTexture(DXGI_FORMAT_R32_FLOAT, 16, 16).Multisampled(4).RTV();
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ID3D12ResourcePtr msTex = MakeTexture(DXGI_FORMAT_R32_FLOAT, 32, 32).Multisampled(4).RTV();
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MakeSRV(msTex).CreateGPU(4);
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Texture rgba8;
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