message: Fix stencil array copies in D3D12 CopyArrayToTex2DMS
diff: @@ -33,6 +33,8 @@ void D3D12DebugManager::CopyTex2DMSToArray(ID3D12Resource *destArray, ID3D12Reso
  {
  // this function operates during capture so we work on unwrapped objects
  + D3D12MarkerRegion renderoverlay(m_pDevice->GetQueue(), "CopyTex2DMSToArray");
  +
  D3D12_RESOURCE_DESC descMS = srcMS->GetDesc();
  D3D12_RESOURCE_DESC descArr = destArray->GetDesc();
  @@ -294,6 +296,8 @@ void D3D12DebugManager::CopyArrayToTex2DMS(ID3D12Resource *destMS, ID3D12Resourc
  {
  bool singleSliceMode = (selectedSlice != ~0U);
  + D3D12MarkerRegion renderoverlay(m_pDevice->GetQueue(), "CopyArrayToTex2DMS");
  +
  D3D12_RESOURCE_DESC descArr = srcArray->GetDesc();
  D3D12_RESOURCE_DESC descMS = destMS->GetDesc();
  @@ -520,8 +524,6 @@ void D3D12DebugManager::CopyArrayToTex2DMS(ID3D12Resource *destMS, ID3D12Resourc
  dsvDesc.Flags = D3D12_DSV_FLAG_READ_ONLY_DEPTH;
  dsvDesc.Texture2DMSArray.ArraySize = 1;
  - m_pDevice->CreateDepthStencilView(destMS, &dsvDesc, dsv);
  - list->OMSetRenderTargets(0, NULL, FALSE, &dsv);
  list->SetPipelineState(psoStencil);
  // loop over every array slice in MS texture
  @@ -530,7 +532,10 @@ void D3D12DebugManager::CopyArrayToTex2DMS(ID3D12Resource *destMS, ID3D12Resourc
  if(singleSliceMode)
  slice = selectedSlice;
  - dsvDesc.Texture2DArray.FirstArraySlice = slice;
  + dsvDesc.Texture2DMSArray.FirstArraySlice = slice;
  +
  + m_pDevice->CreateDepthStencilView(destMS, &dsvDesc, dsv);
  + list->OMSetRenderTargets(0, NULL, FALSE, &dsv);
  // loop over every stencil value (in theory we could use SV_StencilRef, but it's optional
  // and would mean a different shader)
  