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graphics: add native PS5 MSAA and safe image allocation reuse
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@@ -285,6 +285,12 @@ TargetTextureViewInfo ResolveTargetTextureView(const ShaderRecompiler::IR::Image
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base_layer == 0 && image_layers == 1
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? TargetTextureViewInfo {vk::ImageViewType::e2D, 0, 1}
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: TargetTextureViewInfo {};
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case Prospero::ImageType::kCube:
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if (resource.dimension != ShaderRecompiler::Decoder::ImageDimension::Dim2DArray ||
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base_layer >= image_layers || (image_layers - base_layer) % 6u != 0) {
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return {};
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}
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return {vk::ImageViewType::e2DArray, base_layer, image_layers - base_layer};
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case Prospero::ImageType::kColor2DArray:
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if (resource.dimension == ShaderRecompiler::Decoder::ImageDimension::Dim2D &&
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base_layer == 0 && image_layers == 1) {
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