On 14 February 2016 at 21:33, Stefan Dösinger stefandoesinger@gmx.at wrote:
Going back to square one and moving around texture resources. Anything that's based on reassigning client library resources will make d3d11 deferred contexts very difficult.
So far I'm only moving around RGB textures and invalidating everything else for simplicity.
Does this do the right thing for multi-sampled swapchains?