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@@ -133,17 +133,14 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
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mTargets[slot] = d3dto->get2DTex();
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mTargets[slot]->AddRef();
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mTargetViews[slot] = d3dto->getRTView();
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- mTargetViews[slot]->AddRef();
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+ mTargetViews[slot]->AddRef();
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+ mResolveTargets[slot] = d3dto;
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}
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else
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{
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mTargets[slot] = d3dto->getSurface();
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mTargets[slot]->AddRef();
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mTargetViews[slot]->AddRef();
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- // Only assign resolve target if d3dto has a surface to give us.
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- //
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- // That usually means there is an MSAA target involved, which is why
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- // the resolve is needed to get the data out of the target.
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mResolveTargets[slot] = d3dto;
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if ( tex && slot == Color0 )
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