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Handle D32 format in pixel history by remapping when creating a UAV
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@@ -4824,6 +4824,8 @@ vector<PixelModification> D3D11DebugManager::PixelHistory(vector<EventUsage> eve
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details.texFmt == DXGI_FORMAT_D16_UNORM ||
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details.texFmt == DXGI_FORMAT_D32_FLOAT ||
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details.texFmt == DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS ||
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details.texFmt == DXGI_FORMAT_X32_TYPELESS_G8X24_UINT ||
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details.texFmt == DXGI_FORMAT_R32G8X24_TYPELESS ||
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