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D3D resolveBindTexture fixes
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@@ -333,10 +333,10 @@ class D3D11TextureR : public ITextureR
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if (enableShaderDepthBind)
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{
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_D24_UNORM_S8_UINT, width, height,
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, width, height,
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1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_depthBindTex));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_depthBindTex.Get(),
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_depthBindTex.Get(), srvDim), &m_depthSrv));
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_depthBindTex.Get(), srvDim, DXGI_FORMAT_R24G8_TYPELESS), &m_depthSrv));
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}
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}
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@@ -1218,6 +1218,7 @@ void D3D11CommandQueue::execute()
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gfxF->procDeletes();
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ThrowIfFailed(m_deferredCtx->FinishCommandList(false, &m_cmdLists[m_fillBuf]));
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m_deferredCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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m_workDoPresent[m_fillBuf] = m_doPresent;
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m_doPresent = nullptr;
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