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Depth clears are considered to have depth in D3D12 pixel history
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@@ -2922,8 +2922,10 @@ rdcarray<PixelModification> D3D12Replay::PixelHistory(rdcarray<EventUsage> event
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bool directWrite = IsDirectWrite(usage);
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EventInfo eventInfo = {};
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const ActionDescription *action = m_pDevice->GetAction(eventId);
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eventInfo.hasDepth =
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(action->flags & (ActionFlags::MeshDispatch | ActionFlags::Drawcall)) ? true : false;
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eventInfo.hasDepth = (action->flags & (ActionFlags::MeshDispatch | ActionFlags::Drawcall |
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ActionFlags::ClearDepthStencil))
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? true
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: false;
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D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_RENDER_TARGET;
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if(IsUavWrite(usage))
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@@ -2956,7 +2958,6 @@ rdcarray<PixelModification> D3D12Replay::PixelHistory(rdcarray<EventUsage> event
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if(directWrite || clear)
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{
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modEvents.push_back(eventId);
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RDCASSERT(eventInfo.hasDepth == false);
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}
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else
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{
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