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Add ALLOW_DEPTH_STENCIL to array textures copied to MSAA. Closes #1960
* Nothing seems to suggest that this is necessary technically and there are no validation errors, but without this flag sampling from the array texture causes DEVICE_HUNG on nvidia GPUs.
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@@ -659,6 +659,9 @@ bool D3D12ResourceManager::Serialise_InitialState(SerialiserType &ser, ResourceI
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bool isDepth = IsDepthFormat(resDesc.Format) ||
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(resDesc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
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if(isDepth)
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arrayDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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D3D12_RESOURCE_DESC msaaDesc = resDesc;
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msaaDesc.Alignment = 0;
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msaaDesc.Flags = isDepth ? D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL
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