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Fix D3D11InitialContents overloads so wrong types don't get cast
* ID3D11DeviceChild* is too broad and can accept a RTV or DSV if there's a bug.
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@@ -202,11 +202,12 @@ struct D3D11InitialContents
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ClearDSV,
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UAVCount,
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};
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D3D11InitialContents(D3D11ResourceType t, ID3D11DeviceChild *r)
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D3D11InitialContents(D3D11ResourceType t, ID3D11Resource *r)
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: resourceType(t), tag(Copy), resource(r), resource2(NULL), uavCount(0)
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{
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}
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D3D11InitialContents(D3D11ResourceType t, ID3D11RenderTargetView *r, ID3D11RenderTargetView *r2)
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D3D11InitialContents(D3D11ResourceType t, ID3D11RenderTargetView *r,
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ID3D11RenderTargetView *r2 = NULL)
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: resourceType(t), tag(ClearRTV), resource(r), resource2(r2), uavCount(0)
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{
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}
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