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Disable MSAA when creating PSO for mesh output fetch on D3D12
* This doesn't change anything as we're not rasterizing, but it keeps the D3D runtime happy.
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@@ -307,6 +307,10 @@ void D3D12Replay::InitPostVSBuffers(uint32_t eventId)
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// render as points
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psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
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// disable MSAA
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psoDesc.SampleDesc.Count = 1;
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psoDesc.SampleDesc.Quality = 0;
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// disable outputs
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RDCEraseEl(psoDesc.RTVFormats);
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psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
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