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Replace mip selection with sample idx when viewing Tex2DMS. Refs #79
* Also for float/unorm texture add an additional "resolved" option that just does an unweighted average of all samples, which is the behaviour from before (assuming that's what ResolveSubresource does).
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@@ -239,6 +239,7 @@ void DisplayRendererPreview(ReplayRenderer *renderer)
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TextureDisplay d;
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d.texid = texs[i].ID;
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d.mip = 0;
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d.sampleIdx = ~0U;
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d.overlay = eTexOverlay_None;
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d.CustomShader = ResourceId();
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d.HDRMul = -1.0f;
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