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Add events for markers in GL/D3D11 so they don't mess up replay
* If a marker was the very first event, we want to be able to fetch it so the replay isn't off-by-one after that.
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@@ -889,11 +889,9 @@ bool WrappedID3D11DeviceContext::ProcessChunk(ReadSerialiser &ser, D3D11Chunk ch
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if(m_DrawcallStack.size() > 1)
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m_DrawcallStack.pop_back();
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}
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else
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{
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if(!m_AddedDrawcall)
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AddEvent();
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}
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if(!m_AddedDrawcall)
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AddEvent();
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}
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m_AddedDrawcall = false;
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@@ -4105,12 +4105,11 @@ bool WrappedOpenGL::ContextProcessChunk(ReadSerialiser &ser, GLChunk chunk)
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m_DrawcallStack.pop_back();
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break;
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}
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default:
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{
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if(!m_AddedDrawcall)
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AddEvent();
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}
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default: break;
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}
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if(!m_AddedDrawcall)
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AddEvent();
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}
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m_AddedDrawcall = false;
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