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d3d12: Fix color for target_none
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@ -816,7 +816,15 @@ void D3D12GSRender::Flip()
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = 1;
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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if (isFlipSurfaceInLocalMemory(m_surface_color_target))
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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else
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srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0,
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);
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m_device->CreateShaderResourceView(resourceToFlip, &srvDesc, CPUHandle);
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D3D12_SAMPLER_DESC samplerDesc = {};
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