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Fixed comment
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@ -619,7 +619,7 @@ func (g *graphics11) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphics
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srcs[i] = img
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}
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// If the number of targets is more than one, or if the only target is the first one, then
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// If the number of targets is more than one, or if the only target is not the first one, then
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// it is safe to assume that MRT is used.
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// Also, it only matters in order to specify empty targets/viewports when not all slots are
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// being filled, even though it's not a MRT scenario.
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@ -1254,7 +1254,7 @@ func (g *graphics12) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphics
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g.drawCommandList.ResourceBarrier(resourceBarriers)
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}
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// If the number of targets is more than one, or if the only target is the first one, then
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// If the number of targets is more than one, or if the only target is not the first one, then
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// it is safe to assume that MRT is used.
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// Also, it only matters in order to specify empty targets/viewports when not all slots are
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// being filled, even though it's not a MRT scenario.
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@ -226,7 +226,7 @@ func (g *Graphics) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphicsdr
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}
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f := uint32(dsts[firstTarget].framebuffer.native)
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// If the number of targets is more than one, or if the only target is the first one, then
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// If the number of targets is more than one, or if the only target is not the first one, then
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// it is safe to assume that MRT is used.
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// Also, it only matters in order to specify empty targets/viewports when not all slots are
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// being filled.
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