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Introduced by 63cbd9c, so definitely some state. thin3d->InvalidateCachedState(); makes it work but maybe I can find what's getting set the wrong way...
Oh, looking at D3D11 CopyDisplayToOutput, it's obvious.
This only happens in D3D11.
To repro, just enable Debug/Break On Load on Windows and start some game.
The pause menu gets broken, as if we don't rebind some state properly.
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