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Save and restore blend state when fetching shader output value
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@@ -4274,7 +4274,8 @@ vector<PixelModification> D3D11DebugManager::PixelHistory(uint32_t frameID, vect
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// fetch shader output value
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{
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blendFactor[0] = blendFactor[1] = blendFactor[2] = blendFactor[3] = 1.0f;
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m_pImmediateContext->OMGetBlendState(&curBS, blendFactor, &curSample);
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m_pImmediateContext->OMSetBlendState(NULL, blendFactor, ~0U);
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m_pImmediateContext->OMSetRenderTargets(1, &shadOutputRTV, shadOutputDSV);
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@@ -4290,6 +4291,9 @@ vector<PixelModification> D3D11DebugManager::PixelHistory(uint32_t frameID, vect
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&shaddepthOutputDepthSRV, &shaddepthOutputStencilSRV, srcxyCBuf, storexyCBuf,
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depthSlot%2048, depthSlot/2048);
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depthSlot++;
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m_pImmediateContext->OMSetBlendState(curBS, blendFactor, curSample);
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SAFE_RELEASE(curBS);
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}
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m_pImmediateContext->ClearDepthStencilView(shadOutputDSV, D3D11_CLEAR_STENCIL, 1.0f, 0);
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