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Fix slice calculation for displaying 3D textures on D3D12
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@@ -8171,9 +8171,6 @@ bool D3D12DebugManager::RenderTextureInternal(D3D12_CPU_DESCRIPTOR_HANDLE rtv, T
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if(resourceDesc.DepthOrArraySize > 1 && resourceDesc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D)
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pixelData.TextureResolutionPS.z = float(resourceDesc.DepthOrArraySize);
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if(resourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
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pixelData.Slice = float(cfg.sliceFace) / float(resourceDesc.DepthOrArraySize);
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vertexData.Scale = cfg.scale;
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pixelData.ScalePS = cfg.scale;
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@@ -8202,6 +8199,9 @@ bool D3D12DebugManager::RenderTextureInternal(D3D12_CPU_DESCRIPTOR_HANDLE rtv, T
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pixelData.OutputDisplayFormat = RESTYPE_TEX2D;
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pixelData.Slice = float(RDCCLAMP(cfg.sliceFace, 0U, uint32_t(resourceDesc.DepthOrArraySize - 1)));
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if(resourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
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pixelData.Slice = (float(cfg.sliceFace) / float(resourceDesc.DepthOrArraySize)) + 0.001f;
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vector<D3D12_RESOURCE_BARRIER> barriers;
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int resType = 0;
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PrepareTextureSampling(resource, cfg.typeHint, resType, barriers);
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