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Fix up fetching layer/mip for FBOs on replay
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@@ -1324,7 +1324,7 @@ namespace renderdocui.Windows.PipelineState
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{
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ResourceId p = ResourceId.Null;
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if (db >= 0) p = state.m_FB.m_DrawFBO.Color[db];
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if (db >= 0) p = state.m_FB.m_DrawFBO.Color[db].Obj;
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if (p != ResourceId.Null || showEmpty.Checked)
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{
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@@ -1384,7 +1384,7 @@ namespace renderdocui.Windows.PipelineState
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{
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int i = 0;
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foreach (ResourceId depthstencil in new ResourceId[] { state.m_FB.m_DrawFBO.Depth, state.m_FB.m_DrawFBO.Stencil })
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foreach (ResourceId depthstencil in new ResourceId[] { state.m_FB.m_DrawFBO.Depth.Obj, state.m_FB.m_DrawFBO.Stencil.Obj })
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{
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if (depthstencil != ResourceId.Null || showEmpty.Checked)
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{
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@@ -112,6 +112,21 @@ namespace renderdocui.Windows
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return view != null ? (int)view.HighestMip : -1;
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}
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else
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{
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if (Type == FollowType.OutputColour)
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{
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return (int)core.CurGLPipelineState.m_FB.m_DrawFBO.Color[index].Mip;
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}
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else if (Type == FollowType.OutputDepth)
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{
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return (int)core.CurGLPipelineState.m_FB.m_DrawFBO.Depth.Mip;
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}
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else if (Type == FollowType.ReadWriteRes)
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{
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return (int)core.CurGLPipelineState.Images[index].Level;
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}
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}
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return -1;
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}
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@@ -144,12 +159,20 @@ namespace renderdocui.Windows
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}
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else
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{
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if (Type == FollowType.ReadWriteRes)
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if (Type == FollowType.OutputColour)
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{
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return (int)core.CurGLPipelineState.m_FB.m_DrawFBO.Color[index].Layer;
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}
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else if (Type == FollowType.OutputDepth)
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{
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return (int)core.CurGLPipelineState.m_FB.m_DrawFBO.Depth.Layer;
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}
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else if (Type == FollowType.ReadWriteRes)
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{
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if(!core.CurGLPipelineState.Images[index].Layered)
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return (int)core.CurGLPipelineState.Images[index].Layer;
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}
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if (Type == FollowType.PSResource)
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else if (Type == FollowType.PSResource)
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{
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return (int)core.CurGLPipelineState.Textures[index].FirstSlice;
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}
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