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Treat ray dispatches as dispatches for action callbacks
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@@ -1494,10 +1494,10 @@ bool WrappedID3D12GraphicsCommandList::Serialise_DispatchRays(SerialiserType &se
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uint32_t eventId = m_Cmd->HandlePreCallback(list, ActionFlags::DispatchRay);
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Unwrap4(list)->DispatchRays(&patchedDispatch.desc);
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if(eventId && m_Cmd->m_ActionCallback->PostDraw(eventId, list))
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if(eventId && m_Cmd->m_ActionCallback->PostDispatch(eventId, list))
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{
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Unwrap4(list)->DispatchRays(&patchedDispatch.desc);
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m_Cmd->m_ActionCallback->PostRedraw(eventId, list);
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m_Cmd->m_ActionCallback->PostRedispatch(eventId, list);
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}
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}
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}
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@@ -1828,6 +1828,7 @@ uint32_t D3D12CommandData::HandlePreCallback(ID3D12GraphicsCommandListX *list, A
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break;
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}
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case ActionFlags::Dispatch:
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case ActionFlags::DispatchRay:
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{
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m_ActionCallback->PreDispatch(eventId, list);
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break;
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