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Set the right render target slot when fetching shader output value
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@@ -4556,7 +4556,9 @@ vector<PixelModification> D3D11DebugManager::PixelHistory(uint32_t frameID, vect
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// fetch shader output value
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{
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m_pImmediateContext->OMSetRenderTargets(1, &shadOutputRTV, shadOutputDSV);
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ID3D11RenderTargetView *sparseRTVs[8] = { 0 };
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sparseRTVs[rtIndex] = shadOutputRTV;
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m_pImmediateContext->OMSetRenderTargets(rtIndex+1, sparseRTVs, shadOutputDSV);
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m_WrappedDevice->ReplayLog(frameID, 0, history[h].eventID, eReplay_OnlyDraw);
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