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Remove DENY_SHADER_RESOURCE flag in all resource creation functions
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@@ -359,6 +359,17 @@ HRESULT WrappedID3D12Device::CreateCommittedResource1(
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riidResource != __uuidof(ID3D12Resource2))
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return E_NOINTERFACE;
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const D3D12_RESOURCE_DESC *pCreateDesc = pDesc;
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D3D12_RESOURCE_DESC localDesc;
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if(pDesc && pDesc->Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D && pDesc->SampleDesc.Count > 1)
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{
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localDesc = *pDesc;
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// need to be able to create SRVs of MSAA textures to copy out their contents
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localDesc.Flags &= ~D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
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pCreateDesc = &localDesc;
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}
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void *realptr = NULL;
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HRESULT ret;
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SERIALISE_TIME_CALL(ret = m_pDevice4->CreateCommittedResource1(
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@@ -183,6 +183,17 @@ HRESULT WrappedID3D12Device::CreateCommittedResource2(
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riidResource != __uuidof(ID3D12Resource2))
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return E_NOINTERFACE;
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const D3D12_RESOURCE_DESC1 *pCreateDesc = pDesc;
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D3D12_RESOURCE_DESC1 localDesc;
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if(pDesc && pDesc->Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D && pDesc->SampleDesc.Count > 1)
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{
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localDesc = *pDesc;
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// need to be able to create SRVs of MSAA textures to copy out their contents
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localDesc.Flags &= ~D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
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pCreateDesc = &localDesc;
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}
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void *realptr = NULL;
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HRESULT ret;
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SERIALISE_TIME_CALL(ret = m_pDevice8->CreateCommittedResource2(
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