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Fix MSAA + mipmaps combination on D3D11/D3D12/Vulkan/Metal. (#3717)
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@@ -4604,9 +4604,13 @@ namespace bgfx { namespace d3d11
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if (needResolve)
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{
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const uint32_t savedMipLevels = desc.MipLevels;
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desc.MipLevels = 1;
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DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
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desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
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desc.SampleDesc = s_msaa[0];
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desc.MipLevels = savedMipLevels;
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}
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if (!external)
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