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Re-use ray dispatch patching on replay
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@@ -249,6 +249,10 @@ bool ReplayController::PassEquivalent(const ActionDescription &a, const ActionDe
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if((a.flags & ActionFlags::Dispatch) != (b.flags & ActionFlags::Dispatch))
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return false;
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// don't group anything with raytracing either
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if((a.flags & ActionFlags::DispatchRay) != (b.flags & ActionFlags::DispatchRay))
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return false;
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// don't group present with anything
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if((a.flags & ActionFlags::Present) != (b.flags & ActionFlags::Present))
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return false;
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@@ -400,6 +404,8 @@ void ReplayController::AddFakeMarkers()
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mark.customName = StringFormat::Fmt("Copy/Clear Pass #%d", copypassID++);
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else if(actions[refaction].flags & ActionFlags::Dispatch)
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mark.customName = StringFormat::Fmt("Compute Pass #%d", computepassID++);
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else if(actions[refaction].flags & ActionFlags::DispatchRay)
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mark.customName = StringFormat::Fmt("Raytracing Pass #%d", computepassID++);
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else if(maxOutCount == 0)
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mark.customName = StringFormat::Fmt("Depth-only Pass #%d", depthpassID++);
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else if(minOutCount == maxOutCount)
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