TextureConversionShader: Use a Texture2DArray to match the shader resource view.
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@ -78,7 +78,7 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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else // D3D
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{
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WRITE(p, "sampler samp0 : register(s0);\n");
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WRITE(p, "Texture2D Tex0 : register(t0);\n");
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WRITE(p, "Texture2DArray Tex0 : register(t0);\n");
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WRITE(p, "void main(\n");
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WRITE(p, " out float4 ocol0 : SV_Target, in float4 rawpos : SV_Position)\n");
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@ -126,7 +126,7 @@ static void WriteSampleColor(char*& p, const char* colorComp, const char* dest,
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}
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else
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{
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WRITE(p, " %s = Tex0.Sample(samp0, uv0 + float2(%d, 0) * sample_offset).%s;\n",
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WRITE(p, " %s = Tex0.Sample(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n",
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dest, xoffset, colorComp
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);
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}
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