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Create all proxy depth textures as depth-bindable and typeless
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@@ -1657,7 +1657,7 @@ ResourceId D3D11Replay::CreateProxyTexture(const FetchTexture &templateTex)
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desc.SampleDesc.Count = templateTex.msSamp;
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desc.SampleDesc.Quality = templateTex.msQual;
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if(templateTex.creationFlags & eTextureCreate_DSV)
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if(templateTex.creationFlags & eTextureCreate_DSV || IsDepthFormat(desc.Format))
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{
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desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
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desc.Format = GetTypelessFormat(desc.Format);
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