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Ignore typecast for pixel context view, on custom shaders. Closes #2459
* When we've applied a custom shader we're now displaying from our internal custom shader output texture which means we need to ignore some display properties. These are already ignored in RenderTexture where the custom shader is applied, but we also need to ignore it in the context display.
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@@ -542,8 +542,14 @@ void ReplayOutput::DisplayContext()
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disp.customShaderId = ResourceId();
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if(m_RenderData.texDisplay.customShaderId != ResourceId())
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{
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disp.resourceId = m_CustomShaderResourceId;
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disp.typeCast = CompType::Typeless;
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disp.customShaderId = ResourceId();
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disp.subresource.slice = 0;
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}
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if((m_RenderData.texDisplay.overlay == DebugOverlay::QuadOverdrawDraw ||
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m_RenderData.texDisplay.overlay == DebugOverlay::QuadOverdrawPass ||
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m_RenderData.texDisplay.overlay == DebugOverlay::TriangleSizeDraw ||
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