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Fix up fetching layer/mip for FBOs on replay
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@@ -585,7 +585,7 @@ namespace renderdocui.Code
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if (IsLogD3D11)
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return m_D3D11.m_OM.DepthTarget.Resource;
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else if (IsLogGL)
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return m_GL.m_FB.m_DrawFBO.Depth;
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return m_GL.m_FB.m_DrawFBO.Depth.Obj;
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}
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return ResourceId.Null;
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@@ -598,7 +598,7 @@ namespace renderdocui.Code
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if (IsLogD3D11)
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return m_D3D11.m_OM.DepthTarget.Resource;
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else if (IsLogGL)
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return m_GL.m_FB.m_DrawFBO.Stencil;
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return m_GL.m_FB.m_DrawFBO.Stencil.Obj;
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}
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return ResourceId.Null;
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@@ -648,7 +648,7 @@ namespace renderdocui.Code
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{
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int db = m_GL.m_FB.m_DrawFBO.DrawBuffers[i];
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if(db >= 0)
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ret[i] = m_GL.m_FB.m_DrawFBO.Color[db];
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ret[i] = m_GL.m_FB.m_DrawFBO.Color[db].Obj;
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}
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return ret;
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@@ -668,7 +668,7 @@ namespace renderdocui.Code
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return m_D3D11.m_OM.DepthTarget.Resource;
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if (IsLogGL)
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return m_GL.m_FB.m_DrawFBO.Depth;
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return m_GL.m_FB.m_DrawFBO.Depth.Obj;
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}
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return ResourceId.Null;
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@@ -685,7 +685,7 @@ namespace renderdocui.Code
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return m_D3D11.m_OM.DepthTarget.Resource;
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if (IsLogGL)
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return m_GL.m_FB.m_DrawFBO.Stencil;
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return m_GL.m_FB.m_DrawFBO.Stencil.Obj;
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}
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return ResourceId.Null;
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