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Fix incorrect offset reading integer texture sampling results on D3D
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@@ -1255,8 +1255,8 @@ bool D3D11DebugAPIWrapper::CalculateSampleGather(
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ShaderVariable lookupResult("tex", 0.0f, 0.0f, 0.0f, 0.0f);
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float *retFloats = (float *)mapped.pData;
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uint32_t *retUInts = (uint32_t *)(retFloats + 16);
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int32_t *retSInts = (int32_t *)(retUInts + 16);
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uint32_t *retUInts = (uint32_t *)(retFloats + 8);
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int32_t *retSInts = (int32_t *)(retUInts + 8);
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if(cbufferData.debugSampleRetType == DEBUG_SAMPLE_UINT)
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{
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@@ -1288,8 +1288,8 @@ bool D3D12DebugAPIWrapper::CalculateSampleGather(
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ShaderVariable lookupResult("tex", 0.0f, 0.0f, 0.0f, 0.0f);
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float *retFloats = (float *)results;
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uint32_t *retUInts = (uint32_t *)(retFloats + 16);
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int32_t *retSInts = (int32_t *)(retUInts + 16);
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uint32_t *retUInts = (uint32_t *)(retFloats + 8);
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int32_t *retSInts = (int32_t *)(retUInts + 8);
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if(cbufferData.debugSampleRetType == DEBUG_SAMPLE_UINT)
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{
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