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https://github.com/bkaradzic/bgfx.git
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Renamed BGFX_TEXTURE_RT_BUFFER_ONLY to more descriptive BGFX_TEXTURE_RT_WRITE_ONLY.
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@@ -4009,7 +4009,7 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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}
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}
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const bool bufferOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_BUFFER_ONLY|BGFX_TEXTURE_READ_BACK) );
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const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
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const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
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const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
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const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
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@@ -4053,7 +4053,7 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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desc.Format = format;
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desc.SampleDesc = msaa;
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desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
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desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
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desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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if (isDepth( (TextureFormat::Enum)m_textureFormat) )
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@@ -4126,7 +4126,7 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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break;
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}
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if (!bufferOnly)
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if (!writeOnly)
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{
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DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
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}
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