Resolve D3D11 render targets before switching.
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@ -1436,6 +1436,14 @@ namespace bgfx { namespace d3d11
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void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
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{
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if (isValid(m_fbh)
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&& m_fbh.idx != _fbh.idx
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&& m_rtMsaa)
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{
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FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
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frameBuffer.resolve();
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}
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BX_UNUSED(_msaa);
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if (!isValid(_fbh) )
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{
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@ -1455,14 +1463,6 @@ namespace bgfx { namespace d3d11
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m_currentDepthStencil = frameBuffer.m_dsv;
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}
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if (isValid(m_fbh)
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&& m_fbh.idx != _fbh.idx
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&& m_rtMsaa)
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{
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FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
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frameBuffer.resolve();
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}
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m_fbh = _fbh;
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m_rtMsaa = _msaa;
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}
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