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D3D11 Depth overlay remove reference on constant buffer
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@@ -1313,8 +1313,8 @@ ResourceId D3D11Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, De
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float clearColour[] = {0.0f, 0.0f, 0.0f, 0.0f};
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m_pImmediateContext->ClearRenderTargetView(rtv, clearColour);
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ID3D11Buffer *prevCB[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT] = {0};
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m_pImmediateContext->PSGetConstantBuffers(0, 1, prevCB);
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ID3D11Buffer *prevCB = NULL;
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m_pImmediateContext->PSGetConstantBuffers(0, 1, &prevCB);
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ID3D11PixelShader *prevPS = NULL;
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ID3D11ClassInstance *prevClassInstances[D3D11_SHADER_MAX_INTERFACES] = {0};
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UINT prevNumClassInstances = 0;
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@@ -1526,9 +1526,10 @@ ResourceId D3D11Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, De
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}
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}
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m_pImmediateContext->PSSetConstantBuffers(0, 1, prevCB);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &prevCB);
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m_pImmediateContext->PSSetShader(prevPS, prevClassInstances, prevNumClassInstances);
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m_pImmediateContext->RSSetState(prevrs);
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SAFE_RELEASE(prevCB);
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d = dsDesc;
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d.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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