Replace depth buffer creation with D3D12Texture wrapper
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@@ -19,6 +19,7 @@ public:
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bool InitializeFromExisting(ID3D12Resource* resource);
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bool InitializeFromData(ID3D12Device* device, ID3D12GraphicsCommandList* commandList,
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const void* pixelData, uint32_t width, uint32_t height, DXGI_FORMAT format);
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bool InitializeDepthStencil(ID3D12Device* device, uint32_t width, uint32_t height, DXGI_FORMAT format = DXGI_FORMAT_D24_UNORM_S8_UINT);
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void Shutdown();
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ID3D12Resource* GetResource() const { return m_resource.Get(); }
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