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@@ -890,7 +890,7 @@ namespace bgfx { namespace d3d12
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m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
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m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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- m_scd.bufferCount = bx::uint32_min(BX_COUNTOF(m_backBufferColor), 4);
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+ m_scd.bufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BX_COUNTOF(m_backBufferColor) );
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m_scd.scaling = 0 == g_platformData.ndt
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? DXGI_SCALING_NONE
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: DXGI_SCALING_STRETCH
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@@ -3213,11 +3213,11 @@ namespace bgfx { namespace d3d12
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D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
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D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
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D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
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- ID3D12Resource* m_backBufferColor[4];
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- uint64_t m_backBufferColorFence[4];
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+ ID3D12Resource* m_backBufferColor[BGFX_CONFIG_MAX_BACK_BUFFERS];
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+ uint64_t m_backBufferColorFence[BGFX_CONFIG_MAX_BACK_BUFFERS];
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ID3D12Resource* m_backBufferDepthStencil;
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- ScratchBufferD3D12 m_scratchBuffer[4];
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+ ScratchBufferD3D12 m_scratchBuffer[BGFX_CONFIG_MAX_BACK_BUFFERS];
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DescriptorAllocatorD3D12 m_samplerAllocator;
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ID3D12RootSignature* m_rootSignature;
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