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Cleanup.
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@@ -940,8 +940,8 @@ namespace bgfx
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void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
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{
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if (isValid(m_fbh)
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&& m_fbh.idx != _fbh.idx
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&& m_rtMsaa)
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&& m_fbh.idx != _fbh.idx
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&& m_rtMsaa)
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{
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FrameBufferD3D9& frameBuffer = m_frameBuffers[m_fbh.idx];
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frameBuffer.resolve();
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@@ -960,7 +960,7 @@ namespace bgfx
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{
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const FrameBufferD3D9& frameBuffer = m_frameBuffers[_fbh.idx];
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// If frame buffer has only depth attachement D3DFMT_NULL
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// If frame buffer has only depth attachment D3DFMT_NULL
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// render target is created.
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uint32_t fbnum = bx::uint32_max(1, frameBuffer.m_num);
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