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When fetching API validation messages in GL, only fetch 'live' messages
* Any messages we add ourselves will already have an event ID so we keep them separately.
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@@ -3071,7 +3071,8 @@ void WrappedOpenGL::Serialise_DebugMessages(SerialiserType &ser)
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if(ser.IsReading() && IsLoading(m_State) && m_ReplayOptions.apiValidation)
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{
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DebugMessages = m_DebugMessages;
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m_DebugMessages.clear();
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m_DebugMessages.removeIf([](const DebugMessage &msg) { return msg.eventId == 0; });
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DebugMessages.removeIf([](const DebugMessage &msg) { return msg.eventId != 0; });
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}
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// hide empty sets of messages.
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