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Sources/ObjectivelyGPU/Framebuffer.c
@@ -89,6 +89,7 @@ static SDL_GPUColorTargetInfo colorTargetInfoForLayer(const Framebuffer *self, U
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// promoted to RESOLVE_AND_STORE so the multisampled contents survive for any later
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// load-op pass (e.g. UI drawn over a 3D scene) while keeping the resolve current.
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info.resolve_texture = attachment->resolveTextures[slot]->texture;
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+ info.resolve_layer = layer;
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if (storeOp == SDL_GPU_STOREOP_STORE) {
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info.store_op = SDL_GPU_STOREOP_RESOLVE_AND_STORE;
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}
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