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GL Pixel History set preMod.depth before call to QueryPostModPerFragment
Copy the postMod depth to next history's preMod depth. The preMode depth is used to prime the depth buffer in QueryPostModPerFragment.
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@@ -2165,6 +2165,12 @@ rdcarray<PixelModification> GLReplay::PixelHistory(rdcarray<EventUsage> events,
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QueryPrimitiveIdPerFragment(m_pDriver, this, resources, modEvents, x, flippedY, history,
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eventFragments, usingFloatForPrimitiveId, textureDesc.msSamp,
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sampleIdx);
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// copy the postMod depth to next history's preMod depth
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// (preMode depth is to prime the depth buffer in QueryPostModPerFragment)
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for(size_t i = 1; i < history.size(); ++i)
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{
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history[i].preMod.depth = history[i - 1].postMod.depth;
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}
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QueryPostModPerFragment(m_pDriver, this, resources, modEvents, x, flippedY, history,
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eventFragments, textureDesc.msSamp, sampleIdx, textureWidth, textureHeight);
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