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Respect MSAA resolve when downcasting from HDR format. Refs #83
* This means saving to png, jpg, etc will now correctly either select the chosen sample, or resolve samples down before returning the data.
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@@ -2104,7 +2104,7 @@ byte *D3D11DebugManager::GetTextureData(ResourceId id, uint32_t arrayIdx, uint32
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texDisplay.overlay = eTexOverlay_None;
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texDisplay.FlipY = false;
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texDisplay.mip = mip;
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texDisplay.sampleIdx = 0;
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texDisplay.sampleIdx = resolve ? ~0U : arrayIdx;
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texDisplay.CustomShader = ResourceId();
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texDisplay.sliceFace = arrayIdx;
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texDisplay.rangemin = blackPoint;
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