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Fix handling of doubles in GL transform feedback
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@@ -872,6 +872,7 @@ void GLReplay::InitPostVSBuffers(uint32_t eventId)
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drv.glAttachShader(feedbackProg, stageShaders[i]);
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varyings.clear();
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matrixVaryings.clear();
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stride = 0;
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posidx = -1;
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@@ -906,7 +907,9 @@ void GLReplay::InitPostVSBuffers(uint32_t eventId)
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if(sig.systemValue == ShaderBuiltin::Position)
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posidx = int32_t(varyings.size()) - 1;
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stride += sizeof(float) * sig.compCount;
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uint32_t elemSize = sig.compType == CompType::Double ? sizeof(double) : sizeof(float);
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stride += elemSize * sig.compCount;
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}
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// shift position attribute up to first, keeping order otherwise
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