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@@ -961,6 +961,8 @@ void Graphics::endPass()
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if (depthstencil == nullptr && (rts.temporaryRTFlags & (TEMPORARY_RT_DEPTH | TEMPORARY_RT_STENCIL)) != 0)
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discard({}, true);
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+ submitRenderEncoder();
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+
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// Resolve MSAA buffers. MSAA is only supported for 2D render targets so we
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// don't have to worry about resolving to slices.
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if (rts.colors.size() > 0 && rts.colors[0].texture->getMSAA() > 1)
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