issue concerning independent cubemaparray srvs was apparently intel bug, rolling back
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@@ -2022,7 +2022,7 @@ HRESULT GraphicsDevice_DX11::CreateShaderResourceView(Texture2D* pTexture)
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for (UINT i = 0; i < slices; ++i)
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{
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shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
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shaderResourceViewDesc.TextureCubeArray.First2DArrayFace = i;
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shaderResourceViewDesc.TextureCubeArray.First2DArrayFace = i * 6;
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shaderResourceViewDesc.TextureCubeArray.NumCubes = 1;
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shaderResourceViewDesc.TextureCubeArray.MostDetailedMip = 0; //from most detailed...
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shaderResourceViewDesc.TextureCubeArray.MipLevels = -1; //...to least detailed
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@@ -2600,7 +2600,7 @@ namespace wiGraphicsTypes
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for (UINT i = 0; i < slices; ++i)
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{
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shaderResourceViewDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
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shaderResourceViewDesc.TextureCubeArray.First2DArrayFace = i;
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shaderResourceViewDesc.TextureCubeArray.First2DArrayFace = i * 6;
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shaderResourceViewDesc.TextureCubeArray.NumCubes = 1;
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shaderResourceViewDesc.TextureCubeArray.MostDetailedMip = 0; //from most detailed...
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shaderResourceViewDesc.TextureCubeArray.MipLevels = -1; //...to least detailed
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