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aafe08db5c
Sometimes when rebuilding a texture, it often has to fall back and create a temporary texture, but it'll fail when trying to create a shader resource for it. The suspicion is because it's due to not having the proper shader binding flag when creating that temporary texture, so this fixes that possible loophole. |
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.. | ||
CMakeLists.txt | ||
d3d11-duplicator.cpp | ||
d3d11-indexbuffer.cpp | ||
d3d11-rebuild.cpp | ||
d3d11-samplerstate.cpp | ||
d3d11-shader.cpp | ||
d3d11-shaderprocessor.cpp | ||
d3d11-shaderprocessor.hpp | ||
d3d11-stagesurf.cpp | ||
d3d11-subsystem.cpp | ||
d3d11-subsystem.hpp | ||
d3d11-texture2d.cpp | ||
d3d11-vertexbuffer.cpp | ||
d3d11-zstencilbuffer.cpp |