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Add selection of primitive to pixel debug from pixel history
* This means when multiple fragments are writing to a pixel you can choose precisely the one you want to debug, rather than the debugging always running the approximately last fragment to pass
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@@ -827,7 +827,7 @@ bool ProxySerialiser::Tick()
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DebugVertex(0, 0, 0, 0, 0, 0, 0);
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break;
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case eCommand_DebugPixel:
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DebugPixel(0, 0, 0, 0);
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DebugPixel(0, 0, 0, 0, 0, 0);
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break;
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case eCommand_DebugThread:
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{
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@@ -1571,7 +1571,7 @@ ShaderDebugTrace ProxySerialiser::DebugVertex(uint32_t frameID, uint32_t eventID
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return ret;
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}
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ShaderDebugTrace ProxySerialiser::DebugPixel(uint32_t frameID, uint32_t eventID, uint32_t x, uint32_t y)
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ShaderDebugTrace ProxySerialiser::DebugPixel(uint32_t frameID, uint32_t eventID, uint32_t x, uint32_t y, uint32_t sample, uint32_t primitive)
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{
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ShaderDebugTrace ret;
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@@ -1579,10 +1579,12 @@ ShaderDebugTrace ProxySerialiser::DebugPixel(uint32_t frameID, uint32_t eventID,
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m_ToReplaySerialiser->Serialise("", eventID);
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m_ToReplaySerialiser->Serialise("", x);
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m_ToReplaySerialiser->Serialise("", y);
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m_ToReplaySerialiser->Serialise("", sample);
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m_ToReplaySerialiser->Serialise("", primitive);
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if(m_ReplayHost)
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{
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ret = m_Remote->DebugPixel(frameID, eventID, x, y);
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ret = m_Remote->DebugPixel(frameID, eventID, x, y, sample, primitive);
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}
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else
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{
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