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Fix up fetching layer/mip for FBOs on replay
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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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