D3D11Device: Make depth targets sampleable
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@@ -236,7 +236,7 @@ std::unique_ptr<D3D11Texture> D3D11Texture::Create(ID3D11Device* device, u32 wid
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bind_flags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
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bind_flags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
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break;
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break;
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case Type::DepthStencil:
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case Type::DepthStencil:
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bind_flags = D3D11_BIND_DEPTH_STENCIL; // | D3D11_BIND_SHADER_RESOURCE;
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bind_flags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
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break;
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break;
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case Type::Texture:
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case Type::Texture:
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bind_flags = D3D11_BIND_SHADER_RESOURCE;
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bind_flags = D3D11_BIND_SHADER_RESOURCE;
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