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D3D11 context state is cleared before executing a command list.
* Not doing this could taint the state and even cause invalid read-write conflicts to change bindings vs. what should happen, if a RT is left bound when it shouldn't, and then an SRV is bound as NULL because it would conflict.
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@@ -4854,6 +4854,11 @@ bool WrappedID3D11DeviceContext::Serialise_ExecuteCommandList(ID3D11CommandList
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{
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SAFE_DELETE(m_DeferredSavedState);
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m_DeferredSavedState = new D3D11RenderState(this);
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// From the Docs:
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// "Immediate context state is cleared before and after a command list is executed. A command
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// list has no concept of inheritance."
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ClearState();
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}
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if(m_State == READING)
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