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Fix display of UINT casted textures on D3D12
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@@ -88,9 +88,9 @@ void D3D12DebugManager::PrepareTextureSampling(ID3D12Resource *resource, CompTyp
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if(IsDepthAndStencilFormat(resourceDesc.Format))
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resType++;
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if(IsUIntFormat(resourceDesc.Format))
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if(IsUIntFormat(srvDesc.Format))
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srvOffset += 10;
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if(IsIntFormat(resourceDesc.Format))
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if(IsIntFormat(srvDesc.Format))
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srvOffset += 20;
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D3D12_RESOURCE_STATES realResourceState =
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@@ -471,9 +471,11 @@ bool D3D12Replay::RenderTextureInternal(D3D12_CPU_DESCRIPTOR_HANDLE rtv, Texture
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if(cfg.overlay == DebugOverlay::Clipping)
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pixelData.OutputDisplayFormat |= TEXDISPLAY_CLIPPING;
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if(IsUIntFormat(resourceDesc.Format))
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DXGI_FORMAT fmt = GetTypedFormat(resourceDesc.Format, cfg.typeCast);
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if(IsUIntFormat(fmt))
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pixelData.OutputDisplayFormat |= TEXDISPLAY_UINT_TEX;
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else if(IsIntFormat(resourceDesc.Format))
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else if(IsIntFormat(fmt))
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pixelData.OutputDisplayFormat |= TEXDISPLAY_SINT_TEX;
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// Check both the resource format and view format for sRGB
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