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https://github.com/baldurk/renderdoc.git
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Make sure color mask is reset as needed in GL pixel history
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@@ -1240,6 +1240,7 @@ std::map<uint32_t, uint32_t> QueryNumFragmentsByEvent(
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driver->glDepthFunc(eGL_ALWAYS);
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driver->glDepthMask(GL_TRUE);
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driver->glDisable(eGL_BLEND);
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driver->glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// enable the sample we're looking at so we get the shaderOut even if it's masked off
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driver->glEnable(eGL_SAMPLE_MASK);
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@@ -1471,6 +1472,7 @@ void QueryShaderOutPerFragment(WrappedOpenGL *driver, GLReplay *replay,
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driver->glSampleMaski(0, ~0u);
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}
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driver->glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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driver->glStencilMask(0xff);
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driver->glStencilOp(eGL_INCR, eGL_INCR, eGL_INCR);
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driver->glEnable(eGL_STENCIL_TEST);
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@@ -1621,6 +1623,7 @@ void QueryPostModPerFragment(WrappedOpenGL *driver, GLReplay *replay,
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driver->glStencilMask(0xff);
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driver->glStencilOp(eGL_INCR, eGL_INCR, eGL_INCR);
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driver->glEnable(eGL_STENCIL_TEST);
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driver->glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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PixelModification referenceHistory;
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referenceHistory.eventId = modEvents[i].eventId;
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@@ -1875,6 +1878,7 @@ void QueryPrimitiveIdPerFragment(WrappedOpenGL *driver, GLReplay *replay,
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driver->glDepthMask(GL_TRUE);
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driver->glDisable(eGL_BLEND);
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driver->glDisable(eGL_SAMPLE_MASK);
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driver->glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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driver->glStencilMask(0xff);
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driver->glStencilOp(eGL_INCR, eGL_INCR, eGL_INCR);
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