d3d11 fix
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@ -4944,6 +4944,8 @@ namespace bgfx { namespace d3d11
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}
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void FrameBufferD3D11::set()
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{
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if (0 < m_numUav)
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{
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s_renderD3D11->m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
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m_num
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@ -4954,6 +4956,11 @@ namespace bgfx { namespace d3d11
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, m_uav
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, NULL
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);
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}
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else
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{
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s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
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}
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m_needPresent = UINT16_MAX != m_denseIdx;
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s_renderD3D11->m_currentColor = m_rtv[0];
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s_renderD3D11->m_currentDepthStencil = m_dsv;
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