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Revert mistaken change to compile Array <-> MSAA copy shaders as SM4
* This was an experiment that accidentally got included, these shaders are only compatible with SM5 due to dynamic sample indexing and use of SV_SampleIndex
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@@ -140,27 +140,27 @@ void D3D11DebugManager::InitCommonResources()
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if(m_pDevice->GetFeatureLevel() >= D3D_FEATURE_LEVEL_11_0)
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{
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CopyMSToArrayPS =
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shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_CopyMSToArray", "ps_4_0");
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shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_CopyMSToArray", "ps_5_0");
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if(CopyMSToArrayPS)
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m_pDevice->InternalRef();
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CopyArrayToMSPS =
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shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_CopyArrayToMS", "ps_4_0");
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shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_CopyArrayToMS", "ps_5_0");
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if(CopyArrayToMSPS)
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m_pDevice->InternalRef();
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FloatCopyMSToArrayPS =
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shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_FloatCopyMSToArray", "ps_4_0");
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shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_FloatCopyMSToArray", "ps_5_0");
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if(FloatCopyMSToArrayPS)
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m_pDevice->InternalRef();
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FloatCopyArrayToMSPS =
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shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_FloatCopyArrayToMS", "ps_4_0");
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shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_FloatCopyArrayToMS", "ps_5_0");
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if(FloatCopyArrayToMSPS)
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m_pDevice->InternalRef();
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DepthCopyMSToArrayPS =
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shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_DepthCopyMSToArray", "ps_4_0");
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shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_DepthCopyMSToArray", "ps_5_0");
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if(DepthCopyMSToArrayPS)
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m_pDevice->InternalRef();
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DepthCopyArrayToMSPS =
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shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_DepthCopyArrayToMS", "ps_4_0");
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shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_DepthCopyArrayToMS", "ps_5_0");
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if(DepthCopyArrayToMSPS)
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m_pDevice->InternalRef();
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}
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