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Use the resource format from the texture, with type hint, creating SRV
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@@ -1550,7 +1550,7 @@ bool D3D12DebugManager::RenderTexture(TextureDisplay cfg, bool blendAlpha)
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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srvDesc.Format = GetTypedFormat(resource->GetDesc().Format, cfg.typeHint);
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srvDesc.Texture2D.MipLevels = 1;
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srvDesc.Texture2D.MostDetailedMip = 0;
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