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Display multisampled overlays properly for depth textures on D3D11
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@@ -61,7 +61,8 @@ ResourceId D3D11Replay::RenderOverlay(ResourceId texid, CompType typeHint, Debug
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realTexDesc.Width = details.texWidth;
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realTexDesc.Height = details.texHeight;
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if(details.texType == eTexType_2DMS)
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if(details.texType == eTexType_2DMS || details.texType == eTexType_DepthMS ||
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details.texType == eTexType_StencilMS)
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{
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realTexDesc.SampleDesc.Count = details.sampleCount;
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realTexDesc.SampleDesc.Quality = details.sampleQuality;
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