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Fix check for depth in MSAA <-> Array copies
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@@ -63,7 +63,8 @@ void D3D12DebugManager::CopyTex2DMSToArray(ID3D12Resource *destArray, ID3D12Reso
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dsvDesc.Texture2DArray.MipSlice = 0;
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bool isDepth = IsDepthFormat(rtvDesc.Format) ||
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(descMS.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
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(descMS.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0 ||
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(descArr.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
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bool intFormat = IsUIntFormat(rtvDesc.Format) || IsIntFormat(rtvDesc.Format);
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bool stencil = false;
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@@ -331,7 +332,8 @@ void D3D12DebugManager::CopyArrayToTex2DMS(ID3D12Resource *destMS, ID3D12Resourc
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dsvDesc.Texture2DMSArray.ArraySize = 1;
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bool isDepth = IsDepthFormat(rtvDesc.Format) ||
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(descArr.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
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(descArr.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0 ||
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(descMS.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
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bool intFormat = IsUIntFormat(rtvDesc.Format) || IsIntFormat(rtvDesc.Format);
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bool stencil = false;
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