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Fix loop count for freeing UAvs
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@@ -3416,10 +3416,9 @@ void D3D11DebugManager::PixelHistoryCopyPixel(CopyPixelParams &p, uint32_t x, ui
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numUAVs-UAVStartSlot, prevUAVs, initCounts);
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for(int i=0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
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{
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SAFE_RELEASE(prevRTVs[i]);
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for(int i=0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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SAFE_RELEASE(prevUAVs[i]);
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}
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SAFE_RELEASE(prevDSV);
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SAFE_RELEASE(curCS);
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@@ -4358,10 +4357,9 @@ vector<PixelModification> D3D11DebugManager::PixelHistory(uint32_t frameID, vect
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numUAVs-UAVStartSlot, prevUAVs, initCounts);
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for(int i=0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
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{
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SAFE_RELEASE(prevRTVs[i]);
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for(int i=0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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SAFE_RELEASE(prevUAVs[i]);
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}
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SAFE_RELEASE(prevDSV);
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PixelHistoryCopyPixel(params, storex*pixstoreStride + 2, storey);
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