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D3D11: Avoid the debug layer hazard tracker after blits.
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@ -373,6 +373,8 @@ void FramebufferManagerD3D11::BlitFramebuffer(VirtualFramebuffer *dst, int dstX,
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dst->fbo, dstX1, dstY1, dstX2, dstY2,
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srcFBO, srcX1, srcY1, srcX2, srcY2,
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false);
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draw_->BindTexture(0, nullptr);
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}
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// Nobody calls this yet.
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