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[d3d11] Use only one mip level for multisampled textures
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@ -291,8 +291,9 @@ namespace dxvk {
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= GetFormatModeFromBindFlags(m_desc.BindFlags);
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if (m_desc.MipLevels == 0) {
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m_desc.MipLevels = util::computeMipLevelCount(
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{ m_desc.Width, m_desc.Height, 1u });
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m_desc.MipLevels = m_desc.SampleDesc.Count <= 1
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? util::computeMipLevelCount({ m_desc.Width, m_desc.Height, 1u })
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: 1;
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}
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DxvkImageCreateInfo info;
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