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Fix display of mips with D3D12 texture display hack
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@@ -1552,7 +1552,7 @@ bool D3D12DebugManager::RenderTexture(TextureDisplay cfg, bool blendAlpha)
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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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.MipLevels = ~0U;
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srvDesc.Texture2D.MostDetailedMip = 0;
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srvDesc.Texture2D.PlaneSlice = 0;
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srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
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