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@@ -715,8 +715,6 @@ static void Render(SDL_Window *window, const int windownum)
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color_target.store_op = SDL_GPU_STOREOP_RESOLVE;
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color_target.store_op = SDL_GPU_STOREOP_RESOLVE;
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color_target.texture = winstate->tex_msaa;
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color_target.texture = winstate->tex_msaa;
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color_target.resolve_texture = winstate->tex_resolve;
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color_target.resolve_texture = winstate->tex_resolve;
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- color_target.cycle = true;
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- color_target.cycle_resolve_texture = true;
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} else {
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} else {
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color_target.load_op = SDL_GPU_LOADOP_CLEAR;
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color_target.load_op = SDL_GPU_LOADOP_CLEAR;
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color_target.store_op = SDL_GPU_STOREOP_STORE;
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color_target.store_op = SDL_GPU_STOREOP_STORE;
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@@ -753,6 +751,13 @@ static void Render(SDL_Window *window, const int windownum)
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/* Load the existing color target so we can blend with it */
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/* Load the existing color target so we can blend with it */
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color_target.load_op = SDL_GPU_LOADOP_LOAD;
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color_target.load_op = SDL_GPU_LOADOP_LOAD;
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+ if (render_state.sample_count > SDL_GPU_SAMPLECOUNT_1) {
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+ /* Use the resolve texture for the sprite overlay */
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+ color_target.texture = winstate->tex_resolve;
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+ color_target.resolve_texture = NULL;
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+ color_target.store_op = SDL_GPU_STOREOP_STORE;
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+ }
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+
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pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, NULL);
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pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, NULL);
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RenderSpriteOverlay(pass, &sprite_render_state, &winstate->sprite_state);
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RenderSpriteOverlay(pass, &sprite_render_state, &winstate->sprite_state);
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SDL_EndGPURenderPass(pass);
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SDL_EndGPURenderPass(pass);
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