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Texture was being bound as a render target while still being set as a shader resource. D3D automatically unbinds the SRV in this case and generates a validation error. The fix is to manually unbind SRV, render into it and then re-bind to old slots. |
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| .. | ||
| Android | ||
| Core | ||
| DSPSpy | ||
| DSPTool | ||
| PCH | ||
| UnitTests | ||
| VSProps | ||
| .clang-format | ||
| CMakeLists.txt | ||
| dolphin-emu.sln | ||