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Fix D3D12 pixel history not properly picking up discarded fragments
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@@ -1093,8 +1093,7 @@ struct D3D12ColorAndStencilCallback : public D3D12PixelHistoryCallback
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params.depthcopy = true;
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params.planeSlice = 1;
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params.multisampled = m_CallbackInfo.targetDesc.SampleDesc.Count > 1;
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CopyImagePixel(cmd, params,
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storeOffset + offsetof(struct D3D12EventInfo, dsWithoutShaderDiscard));
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CopyImagePixel(cmd, params, storeOffset + offsetof(struct D3D12EventInfo, dsWithShaderDiscard));
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// TODO: In between draws, do we need to reset the depth/stencil value?
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@@ -1106,7 +1105,8 @@ struct D3D12ColorAndStencilCallback : public D3D12PixelHistoryCallback
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ReplayDraw(cmd, eid, true);
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CopyImagePixel(cmd, params, storeOffset + offsetof(struct D3D12EventInfo, dsWithShaderDiscard));
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CopyImagePixel(cmd, params,
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storeOffset + offsetof(struct D3D12EventInfo, dsWithoutShaderDiscard));
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}
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// Restore the state.
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