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https://bitbucket.org/CPMADevs/cnq3
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fixed a D3D11 resource hazard warning about depth/stencil buffer bindings
swapped the calls back so that the depth buffer is never bound as both a RT and SRV at the same time
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1 changed files with 3 additions and 1 deletions
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@ -920,8 +920,10 @@ static void ApplyPipeline(PipelineId index)
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}
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else
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{
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// keep this call order to make sure the depth buffer isn't bound as a SRV anymore
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// when we set it as a render target
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ApplyPixelShaderResource(1, d3d.textures[0].view);
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d3ds.context->OMSetRenderTargets(1, &d3d.renderTargetViewMS, d3d.depthStencilView);
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ApplyPixelShaderResource(1, d3d.textures[0].view); // make sure the depth shader view isn't bound anymore
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}
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d3d.pipelineIndex = index;
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