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Don't unmute debug output on capture, only on replay
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@@ -724,9 +724,10 @@ WrappedID3D12Device::WrappedID3D12Device(ID3D12Device *realDevice, D3D12InitPara
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m_pInfoQueue->ClearStoredMessages();
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m_pInfoQueue->SetMuteDebugOutput(false);
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if(RenderDoc::Inst().IsReplayApp())
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{
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m_pInfoQueue->SetMuteDebugOutput(false);
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D3D12_MESSAGE_ID mute[] = {
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// the runtime cries foul when you use normal APIs in expected ways (for simple markers)
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D3D12_MESSAGE_ID_CORRUPTED_PARAMETER2,
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