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When creating initial states for MSAA textures, don't copy to array
* On serialise we get an MSAA texture ready for apply, so we can skip this step.
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@@ -892,8 +892,10 @@ void GLResourceManager::PrepareTextureInitialContents(ResourceId liveid, Resourc
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(GLint *)&state.magFilter);
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}
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// if this is an MSAA texture we now need to unpack to an array, ready to serialise
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if(ms)
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// if this is an MSAA texture then during capture we now need to unpack to an array, ready to
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// serialise. When replaying, we come in here for 'creating' initial states so we want to keep
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// it as MSAA
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if(ms && IsCaptureMode(m_State))
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{
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GLuint oldtex = 0;
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GL.glGetIntegerv(eGL_TEXTURE_BINDING_2D_ARRAY, (GLint *)&oldtex);
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