message: Make sure that the DSV flag is set when fetching MSAA texture data
diff: @@ -2999,6 +2999,10 @@ void D3D12Replay::GetTextureData(ResourceId tex, uint32_t arrayIdx, uint32_t mip
  return;
  }
  + D3D12MarkerRegion region(
  + m_pDevice->GetQueue(),
  + StringFormat::Fmt("GetTextureData(%u, %u, remap=%d)", mip, arrayIdx, params.remap));
  +
  HRESULT hr = S_OK;
  D3D12_RESOURCE_DESC resDesc = resource->GetDesc();
  @@ -3015,7 +3019,8 @@ void D3D12Replay::GetTextureData(ResourceId tex, uint32_t arrayIdx, uint32_t mip
  defaultHeap.CreationNodeMask = 1;
  defaultHeap.VisibleNodeMask = 1;
  - bool isDepth = IsDepthFormat(resDesc.Format);
  + bool isDepth = IsDepthFormat(resDesc.Format) ||
  + (resDesc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
  bool isStencil = IsDepthAndStencilFormat(resDesc.Format);
  UINT sampleCount = copyDesc.SampleDesc.Count;
  