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Make sure that GS status is properly cleared on D3D12 on success
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@@ -831,6 +831,8 @@ void D3D12Replay::InitPostVSBuffers(uint32_t eventId)
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if(lastShader)
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{
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ret.gsout.status.clear();
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stride = 0;
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posidx = -1;
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numPosComponents = 0;
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