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Don't conflict between C# UI and replay output flipping pixel context
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@@ -358,7 +358,6 @@ void ReplayOutput::DisplayContext()
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if(m_PixelContext.outputID == 0) return;
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float color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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m_pDevice->BindOutputWindow(m_PixelContext.outputID, false);
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m_pDevice->ClearOutputWindowColour(m_PixelContext.outputID, color);
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if(
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(m_Config.m_Type != eOutputType_TexDisplay) ||
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@@ -366,9 +365,12 @@ void ReplayOutput::DisplayContext()
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(m_RenderData.texDisplay.texid == ResourceId())
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)
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{
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m_pDevice->RenderCheckerboard(Vec3f(0.666f, 0.666f, 0.666f), Vec3f(0.333f, 0.333f, 0.333f));
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m_pDevice->FlipOutputWindow(m_PixelContext.outputID);
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return;
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}
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m_pDevice->ClearOutputWindowColour(m_PixelContext.outputID, color);
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TextureDisplay disp = m_RenderData.texDisplay;
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disp.rawoutput = false;
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@@ -2315,12 +2315,9 @@ namespace renderdocui.Windows
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private void pixelContext_Paint(object sender, PaintEventArgs e)
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{
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if (m_Output == null || m_Core.Renderer == null || PixelPicked == false)
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if (m_Output == null || m_Core.Renderer == null)
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{
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if (backcolorPick.Checked)
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e.Graphics.Clear(colorDialog.Color);
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else
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DrawCheckerboard(e.Graphics, pixelContext.DisplayRectangle);
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DrawCheckerboard(e.Graphics, pixelContext.DisplayRectangle);
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return;
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}
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