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Identify backbuffer textures properly and set to non-typeless format
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@@ -164,8 +164,11 @@ FetchTexture D3D12Replay::GetTexture(ResourceId id)
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if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)
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ret.creationFlags |= eTextureCreate_UAV;
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if(id == m_pDevice->GetQueue()->GetBackbufferResourceID())
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if(ret.ID == m_pDevice->GetQueue()->GetBackbufferResourceID())
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{
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ret.format = MakeResourceFormat(GetTypedFormat(desc.Format, eCompType_UNorm));
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ret.creationFlags |= eTextureCreate_SwapBuffer;
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}
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ret.customName = true;
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string str = ""; // TODO GetName(it.second);
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