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graphics: support compute stores to 2D MSAA images
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@@ -254,6 +254,10 @@ static bool IsSupportedStorageTextureDescriptor(const ShaderRecompiler::IR::Imag
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const bool is_3d = resource.dimension == ShaderRecompiler::Decoder::ImageDimension::Dim3D &&
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descriptor.Type() == Prospero::ImageType::kColor3D &&
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descriptor.BaseArray5() == 0;
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const bool is_2d_msaa =
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resource.dimension == ShaderRecompiler::Decoder::ImageDimension::Dim2DMsaa &&
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descriptor.Type() == Prospero::ImageType::kColor2DMsaa && descriptor.Depth() == 0 &&
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descriptor.BaseArray5() == 0;
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TileTextureBlockLayout tile_layout {};
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bool supported_tile = false;
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switch (tile) {
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@@ -284,8 +288,8 @@ static bool IsSupportedStorageTextureDescriptor(const ShaderRecompiler::IR::Imag
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const bool supported_swizzle =
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IsValidImageSwizzle(swizzle) &&
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(swizzle == DstSel(4, 5, 6, 7) || !resource.read || resource.atomic);
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return (is_1d || is_1d_array || is_2d || is_2d_array || is_3d) && supported_tile &&
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descriptor.BaseLevel() <= descriptor.LastLevel() &&
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return (is_1d || is_1d_array || is_2d || is_2d_array || is_3d || is_2d_msaa) &&
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supported_tile && descriptor.BaseLevel() <= descriptor.LastLevel() &&
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descriptor.MinLod() == 0 && supported_swizzle && descriptor.BCSwizzle() == 0 &&
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!descriptor.MsaaDepth();
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}
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