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Fix another issue with MSAA depth buffer copying during D3D12 replay
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@@ -419,7 +419,7 @@ void D3D12DebugManager::CopyArrayToTex2DMS(ID3D12Resource *destMS, ID3D12Resourc
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pipeDesc.PS.pShaderBytecode = m_DepthArray2MS->GetBufferPointer();
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pipeDesc.NumRenderTargets = 0;
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pipeDesc.RTVFormats[0] = DXGI_FORMAT_UNKNOWN;
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pipeDesc.DSVFormat = rtvDesc.Format;
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pipeDesc.DSVFormat = dsvDesc.Format;
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pipeDesc.DepthStencilState.DepthEnable = TRUE;
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pipeDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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pipeDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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