diff --git a/renderdoc/driver/d3d11/d3d11_analyse.cpp b/renderdoc/driver/d3d11/d3d11_analyse.cpp index 60cae48fe..41ecbedad 100644 --- a/renderdoc/driver/d3d11/d3d11_analyse.cpp +++ b/renderdoc/driver/d3d11/d3d11_analyse.cpp @@ -4397,9 +4397,9 @@ vector D3D11DebugManager::PixelHistory(uint32_t frameID, vect // D24 and D32 - D16 doesn't have attached stencil, so we wouldn't be able to get correct depth // AND identify each fragment. Instead we just mark this as no data, and the shader output depth // should be sufficient. - history[h].postMod.depth = -1.0f; + history[h].postMod.depth = -2.0f; // we can't retrieve stencil value after each fragment, as we use stencil to identify the fragment - history[h].postMod.stencil = -1; + history[h].postMod.stencil = -2; postColSlot++; } @@ -4427,7 +4427,7 @@ vector D3D11DebugManager::PixelHistory(uint32_t frameID, vect float *data = (float *)(rowdata + 2 * sizeof(float) * (depthSlot%2048)); history[h].shaderOut.depth = data[0]; - history[h].shaderOut.stencil = -1; // can't retrieve this as we use stencil to identify each fragment + history[h].shaderOut.stencil = -2; // can't retrieve this as we use stencil to identify each fragment } shadColSlot++;