message: Fix missing resource flags when creating MSAA initial states
diff: @@ -817,9 +817,20 @@ void D3D12ResourceManager::Create_InitialState(ResourceId id, ID3D12DeviceChild
  heapProps.CreationNodeMask = 1;
  heapProps.VisibleNodeMask = 1;
  + bool isDepth = IsDepthFormat(resDesc.Format) ||
  + (resDesc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
  +
  resDesc.Alignment = 0;
  resDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  + if(resDesc.SampleDesc.Count > 1)
  + {
  + if(isDepth)
  + resDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  + else
  + resDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  + }
  +
  ID3D12Resource *copy = NULL;
  HRESULT hr = m_Device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &resDesc,
  D3D12_RESOURCE_STATE_COMMON, NULL,
  