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@@ -736,7 +736,7 @@ namespace bgfx { namespace d3d12
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{
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if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
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{
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-// debug0->EnableDebugLayer();
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+ debug0->EnableDebugLayer();
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#if BX_PLATFORM_WINDOWS
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{
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@@ -1926,7 +1926,7 @@ namespace bgfx { namespace d3d12
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, (void**)&m_backBufferColor[ii]
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) );
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m_device->CreateRenderTargetView(
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- NULL == m_msaaRt
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+ NULL == m_msaaRt
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? m_backBufferColor[ii]
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: m_msaaRt
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, NULL
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@@ -4574,14 +4574,16 @@ namespace bgfx { namespace d3d12
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}
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else if (renderTarget)
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{
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+ resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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+ state |= D3D12_RESOURCE_STATE_RENDER_TARGET;
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+ state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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+
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clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
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clearValue->Format = resourceDesc.Format;
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clearValue->Color[0] = 0.0f;
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clearValue->Color[1] = 0.0f;
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clearValue->Color[2] = 0.0f;
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clearValue->Color[3] = 0.0f;
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-
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- resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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}
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if (writeOnly)
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