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D3D11 simpleblit: Avoid a binding hazard by swapping the texture and framebuffer bind.
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@ -701,8 +701,10 @@ void FramebufferManagerD3D11::SimpleBlit(
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memcpy(map.pData, vtx, 4 * sizeof(Vtx));
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context_->Unmap(quadBuffer_, 0);
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draw_->BindFramebufferAsRenderTarget(dest);
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// Bind the texture first to avoid the D3D11 hazard check (can't set render target to things bound as textures).
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draw_->BindFramebufferAsTexture(src, 0, Draw::FB_COLOR_BIT, 0);
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draw_->BindFramebufferAsRenderTarget(dest);
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Bind2DShader();
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D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)destW, (float)destH, 0.0f, 1.0f };
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context_->RSSetViewports(1, &vp);
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